Dwellers, the moment you've all been waiting for is drawing near! Deepest Chamber: Resurrection is set to launch version 1.0 today on October 24th. We stand in awe of the incredible support you've shown us during the Early Access phase, which kicked off in June 2021. Your dedication has been the beacon that guided us over the past two years. This game is a truly collaborative effort with over 40 updates, and is a representation of how developers and fans can work together to achieve something special.
What's new in the 1.0 release?
The Catacombs Biome: - In the forgotten catacombs beneath Dolmin, a once-sacred burial site lies shrouded in secrecy. When the Pope arrives on a mission to sway the non-believers towards his pious ways, he is perturbed by the city’s lack of faith. Thus, aided by his cardinals, he decides to sift the righteous from the lost. To keep the residents in check, he erects a powerful magical dome, preventing all who try to flee. However, in an unexpected twist of faith, a mysterious force hinders the Pope from recalling the dome once his work is done. A malevolent force is clearly at play, and the only way to fight back is by venturing ever deeper into these accursed Catacombs…
Wen, The Necromancer: A high-ranking practitioner of forbidden knowledge, Wen commands the chilling power of necromancy, controlling life and death with eerie skill. Although her childhood remains a mystery, the Academy’s records state that she and her fellow acolytes concealed their dark practices from the disapproving grandmasters. Eventually, dark magic gained acceptance through the Queen's approval, sparking conflicts between 'light' and 'dark' magic students. In hushed tones, people spoke of a secret dark magic sect in Dolmin, with Wen being somehow inexorably involved in its unholy arts.
Endgame content: The ultimate fight draws near… As the mysterious forces that ensnared the city come within reach, the last pieces of the puzzle start falling into place. Delve deep into the Catacombs, gear up, and brace yourselves for what lies ahead!
Full Controller Support: Mouse + keyboard or Controller? Pick your weapon of choice!
Steam Deck Compatibility: We've tested Deepest Chamber: Resurrection extensively, and we're happy to share it runs PERFECTLY on Steam Deck, now with support for Deck controls! See for yourself! We'll be getting the verified checkmark as soon as we can!
Early Access Roadmap Completed!
This marks the completion of our Early Access Roadmap, and what a ride it's been! From the tiniest trinket to the final boss, we’re thrilled to have been able to deliver on our promises and pull out all the stops for our 1.0 release.
Rumors of our demise have been unfounded. Here’s a quick recap of our work after the Resurrection Update:
Card Boosting System: Take your strategic prowess to new heights with our boost system. Now you have even more control over your deck's power and potential.
New Cards & Trinkets: Our deck just got a whole lot bigger and shinier! With over 200 cards and 100 trinkets at your disposal, the strategies you can employ are virtually boundless.
New Biomes & Monsters: We've expanded the depths of Deepest Chamber, introducing new biomes that teem with fresh, fearsome foes.
Refined Mechanics: We've fine-tuned every aspect of the game to ensure a smoother, more immersive experience.
Epic Bosses: Face off against formidable foes in intense boss battles that will test your skills and tactical prowess.
Arlo the Huntsman: alongside his trusty companions, Lupa and Matilda, has been a force to be reckoned with since he joined the fray.
Slick UI & UX: We've given the game a well-deserved round of polish to make it feel better for both old and new players. We have tutorialized a bunch of things, removed UI clutter, added animations and visual aids to better understand what's going on on screen etc.
Stunning Visuals: The game has received a visual overhaul, so prepare to be wowed by the vibrant, immersive graphics that will draw you deeper into the game's world than ever before.
Now, let's talk numbers! As of now, Deepest Chamber: Resurrection boasts an arsenal that includes:
200+ Cards
100+ Trinkets
45+ Events
35+ Potions
65+ Equipment options
All of these improvements have been crafted based on your invaluable feedback. Your insights have been instrumental in shaping this game into what it is today. If you haven't played the game recently, we kindly invite every single one of you to give Deepest Chamber: Resurrection another go and experience the hottest new features yourselves!
Keep your eyes peeled for our celebratory post-launch livestream with the devs, where we look back at some really early assets and talk about the wild ride its been! Together, let's make today's release an event to remember!
Extensive Patch Notes below:
A huge thank you to everyone who provided feedback during our latest playtests! We could not have reached this point without your help!
Core:
Light up 4 bonfires to reveal the hidden path to the deepest of depths!
Added a new environment after all bonfires are lit up!
Introducing Steam Deck and controller support!
Introducing the Catacombs!
Introducing the latest hero of the game. The Necromancer!
3 new bosses.
2 new elites.
14 new achievements.
6 new chamber environments.
2 new intro illustrations.
2 new ending illustrations.
2 new music tracks.
31 new cards.
8 new trinkets.
5 new equipment items.
At most events, you are now able to select a card and flip its damage type.
At most events, you can now add one of your hero's abilities to the final boost level of a card in your deck. (limited per run)
Added complexity indicators to heroes in the edit party menu.
Added unlock progression state indicators to heroes in the edit party menu.
Added a new UI panel where you can view all alchemy recipes.
Added another hit reaction light effect when enemies are hit.
Changed hero level up pacing. From now on if a hero levels up during a run she will immediately showcase her level up unlocks instead of delaying it to the end of the run.
Rage does not halve after being hit anymore. (on the heroes)
Lupa's and Mathilda's attacks now scale with Rage and Strength.
Skeletons' attacks now scale with Intellect and Corruption.
Poison and Bleed now scales with Vulnerable.
Corruption now only scales magical damage.
Removed Stun and Mind Control potions from the alchemy table.
On difficulty 3, a random hero gains Mark of Death at the start of a run.
New alchemy table environment.
New enemy hover effect. Should be more pleasing and less distracting.
Added camera zoom effect when conquering a combat chamber.
Added gong sound effect and vfx when all cards in hand have been played.
Blind enemies now remember their previously targeted hero.
Added damage times X intents to some enemies.
Rewritten NPC lore bits.
Telemetry - to help us improve the game, we have introduced an option to track gameplay data and error logs. We don't collect any personal identifying information and you can opt out of this entirely at your discretion.
Hunter:
Shoot: Changed base damage to 2 times 2.
Oil Lamp: It now applies 10 Aim to every card in hand. Boost levels: 5, 10 Aim
Guzzle: Reduced base Strength gain on feed. Increased Strength gain from 2nd boost level.
Food for Thought: Reduced base Intellect gain on feed. Increased Intellect gain from 2nd boost level.
Reload: Added extra gain 1 Strength to 2nd boost level.
Gatling: Reduced the extra damage multiplier from its boost levels by 1.
Hunter Badge: Increased Aim gather to 10.
Blade of Malevolence: Changed its trigger mechanic to the new point accumulating system.
Big Game Hunter: Changed its trigger mechanic to the new point accumulating system.
Ravenous: Changed its trigger mechanic to the new point accumulating system.
Warrior:
Slash: Reduced Rage gain from its 2nd boost level by 10.
Shield Tactics: Added a condition to its Push card summon.
Battle Shout: Reduced Rage gain from its 2nd boost level by 10.
Anger: Now it has two boost levels. Each giving 1 Strength. Grants 10 Rage when used.
Slam: Increased extra damage from 2nd boost level by 2.
Offhand Strike: Added gain 10 Rage to its 2nd boost level.
Alchemist’s Alloy: Reduced base block by 4.
Enrage: Now it gives 1 Strength and gives Rage during the next turn.
Dissolution: Reduced base block by 1.
Zweihander: Increased damage increase from 1st boost level by 5. Reduced Rage gain from 2nd boost level by 10.
Execute: Reduced permanent damage increase by 1. Increased extra damage from 2nd boost level by 5.
Sentient Helmet: Reduced energy requirement by 1.
Last Stand: Reduced base block by 2.
Stun: Reduced energy requirement by 1. Removed duration increasing boost level.
Spell-Forged Berserker: Changed its trigger mechanic to the new point accumulating system.
Breakout: Changed its trigger to fully boost trigger. Changed its trigger mechanic to the new point accumulating system.
Steed of Honor: Changed its trigger mechanic to the new point accumulating system.
Wizard:
Mana Shield: Added a condition to its Push card summon.
Firewave: Changed its 3rd boost level to gain 1 Intellect.
Feedback: Increased base damage by 6. Changed -1 energy boost level to damage increase.
Blaze: Changed its 3rd boost level to gain 1 Intellect.
Conjure Chains: Now exhausts.
Power Ward: Reduced base block by 1.
Gather Ember: Increased energy requirement by 1. Changed 2nd boost level to -1 energy.
Swirl: Added gain 1 Intellect to 2nd boost level.
Lavacore: Changed its trigger mechanic to the new point accumulating system.
Mark of the Flame: Changed its trigger mechanic to the new point accumulating system.
Afterburn: Changed its trigger mechanic to the new point accumulating system.
Thief:
Emerald Dagger: Changed its 2nd boost level to gather 2 poison.
Bite: Changed its 2nd boost level to gather 3 poison.
Poison Bottle: Added gather 4 poison to its 1st boost level.
Hidden Tools: Added gain 1 Strength to its 1st boost level.
Poison Arrow Frog: Changed its 2nd boost level to gather 5 poison.
Stab: Increased extra damage from its 1st boost level by 2.
Fill Vials: Added -1 energy to its 3rd boost level.
Jade Shuriken: Increased base damage by 2. Added gain 1 Strength to its 2nd boost level.
Catalyst Shuriken: Added 1 poison applied next to its poison trigger.
Ebony Blade: Increased base damage by 1.
Infuse Weapons: Changed its poison apply to all damage types.
Ornate Mirror: Now applies 1 Reflect to all heroes.
Oni Mask: Changed its trigger mechanic to the new point accumulating system.
Poison Bomb: Changed its trigger mechanic to the new point accumulating system.
Toxicity: Changed its trigger to magic damage trigger. Changed its trigger mechanic to the new point accumulating system.
Priest:
Stoneskin: Reduced base block gain by 1.
Righteous Blast: Reduced card drawn by 1. Changed 1st boost level to spread 15 Corruption.
Exorcise: Now deals 2 times 10 magic damage. Each of its two boost levels spread 10 Corruption.
Unholy Deeds: Reduced per trigger damage by 2.
Carillon: Now it has two boost levels. Each level gives 1 extra block and spreads 10 Corruption.
Repression: Heal the party for 3. Gain 3 Strength.
Divine Protection: Now it grants 7 block if there is no block on the target.
Crux of Corruption: Changed its trigger mechanic to the new point accumulating system.
Corruptor’s Surge: Changed its trigger mechanic to the new point accumulating system.
Seed of Corruption: Changed its trigger to exhaust trigger. Changed its trigger mechanic to the new point accumulating system.
Trinkets:
Needle: New trinket
Lead Crystal: New trinket
Cobweb: New trinket
Sewer Cover: New trinket
Cockroach: New trinket
Bonsai: Secret trinket
Stone Tablet: Secret trinket
Massive Key: Secret trinket
Events:
Unnecessary weak events have been removed.
Almost all events received new choices.
SFX:
Necromancer cards sound effects
New enemy sound effects: Tunneler, Obsidian Burrower, King Baruch, Prince Lorien, Samael, Sentry, Iktomi
UI:
Added a new depth reveal animation to the map.
New card summoning animation.
Added cursor auto hide to special events.
Better tooltip management on hover. Added delays and better framing.
Added animation when looting potions, equipments and ingredients.
Repositioned buff/debuff gain animation on enemies for better clarity.
Redesigned the alchemy panel.
Added a quick button to the inventory panel for viewing the deck.
Increased buff/debuff icon sizes.
Fixes:
A few cards showed wrong damage preview values on the enemies while the card was grabbed.
Fixed an issue with customized party names not being saved out.
Fixed out of order boost levels when an unupgraded card received new boost levels from an event.
Fixed buff/debuff icons sometimes appearing larger or in the wrong place.
Fixed enemy hover activating when certain enemies were playing their death animation.
Fixed disabled trinkets sometimes retaining the X icon even when they get enabled again.
Fixed Fire Cycle not properly gaining extra damage from Aim.
Fixed an issue where Ingward sometimes sold trinkets only for blood instead of gold.
Fixed an issue where using a Strength or Intellect potion on the 2nd or 3rd hero would incorrectly grant the buff to the 1st hero.
Fixed some potions not being usable globally, requiring them to be dragged onto a hero.
Fixed poison sometimes showing 1 more damage per tick on heroes.
Fixed temporary damage multipliers sometimes remaining after combat.
Fixed temporary Aim remaining on an unused aimed card after combat.
Fixed a crash when repeatedly closing and opening a hero's inventory.
Fixed Gatling like cards not being able to be damage multiplied with effects like Maintain Weapons.
Fixed map nodes sliding slightly when repeatedly hovering on them.
Fixed Pillage not being aimable.
Fixed Poison Bottle applying 1 less poison.
Fixed Withered Rose scaling from intellect on the heroes.
Fixed Mimic having 3k damage intents when viewed at the bestiary.
Fixed lower difficulty achievements not being given. (they will be granted retroactively)
Fixed Rage sometimes not being calculated properly when reaching 999+ stacks.
Remove Stun mention from the Iron Skull helm.
We wouldn't have it this far without you, the players, so whether it's on here on the Steam forums, our official Discord or on our official Twitter/X account, please let us know what you think about the game, report any bugs you might find and show us your sick combos!
Patch 0.934
A small patch after our big update! Thank you everyone for your continued support!
Fixed a crash happening on combat start with the following item combination: Handkerchief + (Innate) Thief's Codex
Fixed a crash related to swiftly opening and closing a hero inventory repeatedly.
Fixed buff icon of Coagulate.
Fixed an easy infinite with Serpent Ring + Toxicity.
Fixed an easy infinite with Lavacore + Sentient Blade.
Fixed Serpent Ring not triggering when the very first poison was applied to an enemy.
Fixed some curse cards not losing their boosted state on exhaust.
Added limitation to the number of card summon animations spawning at the same time.
Reduced the card upgrade number from boss encounters. (3 -> 2)
Reduced extra hand size from Amass. (2 -> 1)
Flurry potion flurry value changed. (2 -> 1)
Removed gold icon from the skip choice in reward panels.
Have a nice day and see you in the depths, Balcony Softworks
Introducing The Inner Workings Update
The depths are rarely as they seem. They change and shift, with murky waters flooding some chambers while revealing others that have been closed off for eons. The Inner Workings Update reflects the ever-changing nature of the depths by bringing forth a series of balance changes that we believe improve upon pretty much every aspect of the game. As promised, It’s another big update so read with care before venturing back into the darkness.
Card Boosting
Almost every card has been altered to make card boosting even more fun and engaging. In the previous iterations, some cards had exceedingly high boost levels. This made it difficult to fully boost these cards in most encounters, preventing players from using them to their full potential.
We also redesigned boost levels to be more useful, since some had too little of an impact during play. A good example of this is the Wizard’s basic Fireball. In old versions, if you fully boosted the card, you had to play it in order to gain an extra Scorch card. Now, when you fully boost a Fireball card, you immediately gain that Scorch card. You can expect to see a lot of usability improvements such as this.
Enemy Encounters
Every normal and elite encounter has been thoroughly reworked. Now, most encounters have a unique mechanic that you can engage with in a meaningful manner. Early game battles now often offer helping mechanics. A good example for such a mechanic is the Fallen Knights elite encounter, where, at a certain round, both enemies will try to attack the heroes with a high damage move. However, it is at this time that a new card named Follow Orders is added to your hand. When fully boosted, this card will make the knights attack each other instead of the party, giving you some much needed respite.
Visual aids have also been added for Encounters, with their main mechanics now being showcased before battle with new 3D animations.
Archetype connecting cards
To add another layer of synergy between our party members, we created 3 powerful archetype cards for each of our heroes. A good example of such a card is the priest’s Corruptor’s Surge. This card will spread a corruption debuff to all enemies when any card in your hand becomes fully boosted. Combining Corruptor’s Surge with the warrior’s Steed of Honor creates a powerful combo because Steed of Honor also augments the warrior’s rage when the heroes apply a debuff to enemies.
These cards can be played in various combinations to grant powerful effects to your party.
Trinkets
We felt like a lot of the old trinkets had too little impact on gameplay, so we decided to introduce some new trinkets and also redesigned the old ones to be more impactful and synergize better with various mechanics. A good example of this is the Wine Barrel trinket, which deals a huge amount of damage to all enemies when you manage to play every single card in your hand. Combining the Wine Barrel with cards that can be boosted to zero energy creates a brutal damage output. And if you are lucky enough, the new Azure Crystal trinket now selects a card in your hand at random to add a -1 energy boost level to it. This makes the setup for the Wine Barrel combo even easier to put in place.
The Map
The new map has more connections between nodes and better pacing. Each depth is more condensed. Instead of 2 bosses, the new map has 4 bosses. Biomes also make their appearance in a more natural order when you delve further below. You are now also able to collect more trinkets during your run than in previous versions, making it easier to create powerful builds.
Negative zone effects have been completely removed because we felt that they acted more like an inconvenience than a tactical element. Once a boss is defeated your party is fully healed. This change alone creates a better combat experience, allowing you to play out your strategies instead of worrying constantly about your diminishing health points.
User Interface
The UI has been adorned with dozens of changes, big and small. One significant upgrade is the new boost indicator featured on cards. This handy animation showcases what upgrades the card will get once boosted. Element size and text placements on cards have been improved. We also added special animations to a number of card effects, for example, when a curse card is exhausted. Cards are now placed lower in hand and are animated in a more satisfying way when your hand is being drawn. There are also new animations for collecting your rewards after a battle.
The Tutorial
We added an intricate “step by step” animation showcasing how card boosting works next to a few minor changes here and there. There are many moving parts in Deepest Chamber: Resurrection and we believe our new tutorial will help new players better grasp its moves and mechanics.
These are just some of the bigger, more glamorous changes that we’ve introduced with this patch. For the full Inner Workings of our update, please refer to the full Patch Notes posted below. We would also appreciate it if you’d let us know how you feel about all these changes and how they affect your DC:R experience in the comments.
A huge THANK YOU goes to our community for helping us shape DC:R into what it is today!
See you in the depths!
Full patch notes
Core:
Added a new map system that allows more choice when descending into the depths and lowers overall run time.
Almost all cards have been redesigned. Some with significant changes, some with minor ones.
Introducing the trader card category with 20 cards.
The heroes now face 4 bosses each run instead of 2 but at a more swift pace.
After a boss battle the party is fully healed.
Negative zone effects have been completely removed.
Increased the number of trinkets acquired per run.
Newly acquired cards are added to the deck with only 1 boost level. Before each combat you are able to fully unlock a card. Making all of its boost levels available.
Added new difficulties. Latest max is 10.
Increased trader item quantities.
Rebalanced the cost of most purchasable items.
Cleanup on busy 3D maps environments for better UX with UI elements and general cleanliness of the cardplay area.
Hunter:
Added new Aim archetype. Aim replaces the old Bleed archetype which was too similar to the Thief’s Poison archetype.
Hunter companions now have a limited number of Claw/Maul cards to summon each turn. These limits can be increased with trinkets or cards.
Redesigned starting trinkets. (Goulash, Thread and Needle, Salami) Starting trinkets now can also appear during a run.
4 new cards. (Blade of Malevolence, Aim, Oil Lamp, Hunter Badge)
Redesigned starting trinkets. (Was Seal, Dried Chicken Feet, Old Tome) Starting trinkets now can also appear during a run.
2 new cards. (Crux of Corruption, Corruptor’s Surge)
12 significantly redesigned cards. (Stoneskin, Corrupt Spirit, Atone, Righteous Blast, Despite, Coagulate, One for All, Rusty Nail, Congregate, Radiant Shield, Incantation, Exorcise)
Cards:
Many boost levels on cards now immediately give their bonus effect instead of giving it only when the card is used.
Added some class cards to the trader card pool.
6 completely new cards available in trader card pool: (Leo’s Failed Experiments, Dual Wield, Anvil of Ostara, Kindle, Pillage, Forte)
Push mechanic now adds a Push card into your hand instead of triggering a push effect immediately.
New boost level: Damage Multiplier
Boost level ordering changed on almost all cards to make boosting more fluid.
New keyword: Slippery (slippery cards slide to one of the side of your hand when boosted)
Sentient Blade: On Boost: Deal 3 damage to all enemies.
Zweihander: Now gives rage immediately when boosted.
Execute: Deal 20 damage. Permanently increase damage by 2.
Spell-Forged Berserker: Gain 5 Rage when dealing magic damage.
Breakout: Gain 5 Rage when dealing melee damage.
Detailed card changes:
Slash: Second boost level now immediately gives the warrior rage! Removed one dmg boost level.
Vulnerable: Reduced vulnerable duration to 1 from 2 when unboosted. Removed one dmg boost level.
Battle Shout: Gain 10 Rage for each boosted card in hand.
Living Plate: Now directly heals instead of its healing being an on boost trigger. Boost levels now increase its healing.
Defensive Stance: Double the last boost level of a card in your hand. Two new boost levels.
Anger: On Boost: Gain 1 Strength.
Calculated: Deal 8 damage. Select a card to be boosted 2 times. Two new boost levels.
Firm Grip: Now it deals damage based on the overall block on the heroes instead of the applied block in the current round.
Alchemist's Alloy: Reduced base block by 2. Changed second boost level to summon a Scale card.
Steed of Honor: Gain 5 Rage when the heroes apply a debuff.
Last Stand: Reduced base block by 2. Boost levels now summon a Scale card.
Enrage: Gain 30 Rage. 2 new immediate Rage boost levels.
Cleave: Removed one dmg boost level.
Succession: Name changed to Forte. Choose a hero and grant a class-specific boost to 2 cards in your draw pile. Moved into a trader card pool.
Strategize: Add 2 Push cards into your hand. Moved into a trader card pool.
Dissolution: Reduced base block by 2.
Spellsteal: Doesn't remove the copied buff anymore.
Fireball: Now immediately summons a Scorch card when boosted. Removed one boost level.
Mana Shield: Now uses the new push mechanic.
Sunbeam: Changed its second boost level into a +dmg boost.
Firewave: Deal 20 damage to all enemies. 3 new boost levels that immediately summons a Scorch card.
Channeled Flame: Now also gives 1 intellect per energy.
Fire Cycle: Removed on boost effect. Changed second boost level to immediately summon a Scorch card.
Ignite: Deal 10 damage. Scorch cards deal an additional 2 damage on the target.
Calcinate: Deal 10 damage. Apply 1 Vulnerable. Deals additional 5 damage for every copy of the card. Changed its second boost level to create a copy.
Amass: Increase your max hand size by 2. Gain 1 Flurry. Two new boost levels.
Spirit Husk: Removed on boost effect. Now also gives 1 Purify.
Blaze: All of its boost levels now immediately summon a Scorch card.
Grand Surge: Now has 15 base damage.
Eclipse: Name changed to Flickering Flame.
Lavacore: Summon a Scorch when the heroes deal melee damage.
Mark of the Flame: Summon a Scorch when the heroes apply a debuff.
Afterburn: Summon a Scorch when a card gets fully boosted.
Heal: Removed Regen. Changed boost levels.
Cleanse: Changed second boost level to remove all debuffs instead of removing 1 debuff from the entire party.
Scripture: Reduced base block by 1. Now it doesn’t apply corruption to the priest. Changed its second boost level to immediately spread 15 corruption to all enemies.
Smite: Removed damage from its second boost level.
Stoneskin: Gain 7. Gain 1 Flurry.
Corrupt Spirit: Apply 2 Corruption 5 times. Two new boost levels.
Atone: Deal 3 damage and spread 5 Corruption 2 times. Two new boost levels.
Righteous Blast: Draw 2 cards. All cards in hand get fully boosted. Two new boost levels.
Despite: Now only triggers when a card gets fully boosted instead of when a card exhausts.
Coagulate: The next Buff will be doubled.
Raise Morale: Name changed to One for All. Draw 2 cards. Discard 2 cards. One new boost level.
Rusty Nail: Nail a card in your hand. Three new boost levels that immediately spread 15 Corruption when boosted.
Congregate: At the start of your turn summon a random uncommon card.
Radiant Shield: Removed on boost effect. Remove all debuffs from the party. Two new boost levels.
Meditate: Changed second boost level to increase regen duration.
Incantation: Copy a random zero cost card in your hand. Two new boost levels.
Exorcise: Apply 20 Corruption. Added second boost level that spreads 20 Corruption when boosted.
Carillon: Removed base block. Added fleeting keyword.
Crux of Corruption: Apply 5 Corruption when dealing melee damage.
Corruptor's Surge: Spread 5 Corruption when a card gets fully boosted.
Seed of Corruption: Spread 5 Corruption}when a trinket triggers.
Reconstruct: Moved into the trader card pool.
Emerald Dagger: Removed second boost level.
Cover: Reduced base block by 1.
Noisy Armor: Reduced base block by 1.
Bite: Removed base damage.
Thief's Codex: When drawn, draws 2 cards. Removed one Shuriken summon boost level.
Poison Bottle: Now applies Poison based on the number of cards in hand instead of the number of debuffs applied during the turn.
Hidden Tools: Removed on boost effect. Select a card to gain a -1 Energy boost level. Two new boost levels.
Toxicity: Name changed to Poison Arrow Frog. Apply $av0$ $de113${Poison} $sv0$ times. Two new boost levels.
Added animation for explanation text when special effects trigger a card selection in hand
Added VFX to cards that gain certain effects from an outside source.
The back button is hidden on the victory screen until something has been looted to avoid misclicks.
While hovering over intents the floating animation of the intent is paused.
Repositioned the buff gain animation on enemies to avoid the animation obscuring the enemies hit reaction animations.
Card positioning in hand has changed.
Card description centered vertically.
Cards now have a new animation showcasing the effect of their next boost level.
Cards now autoscale boost text inside them.
Boost crystal size increased.
Remaining cards don't animate immediately after a card was used to make repeated card usage more pleasant.
Card descriptions have been simplified.
Card description backgrounds simplified for readability.
Cards drawing speed slowed down slightly.
Increased the animation time when showcasing curse cards being added to hand.
Added a new animation for when a curse card exhausts from hand.
Encounter name text timing and position changed to be less obscuring.
Round message position changed to be less obscuring.
New card loot panel close animation.
Various menus' open-close animation duration increased.
New trinket loot animation.
New potion loot animation.
Added explanation tooltips to nodes on the map.
Removed distracting green/red glow from enemies that were affected by poison or bleed.
Fully upgraded cards name are green.
Added class keyword to class specific trinkets.
Added coloration to the card pile icons.
New buff icons.
Added extra explanation text to some buffs (Flurry, Dazed)
Changed the positioning of intent text for some encounters for better readability.
Disable hovering over enemies and highlighting them while death animations play.
Added delayed animation to certain selection starting effects for better readability of the actions result.
Added a new card border for classless cards.
Added input delay while panel open animation for card selection is playing.
Added new portraits to a handful of enemies.
Display the name of the current area instead of depth level upon entering a new depth.
Slightly increase the spacing between lootable items for better usability.
Removed unnecessary basic keyword highlighting within tooltip explanations and card descriptions. (Draw, Hand)
You can pet Lupa.
Tutorial:
Added a fullscreen card boosting showcase animation.
Introduced a quick tutorial run.
Added conversation with the Pope to the tutorial run.
Brian is back. (currently only during the tutorial run)
Intent management (tanking) tutorial improved.
Many new popup tutorials: (Flurry, Card Upgrading, X Energy Cards, Melee and Magical damage explanation, Potion discarding)
Fixes:
Fixed dead heroes talking.
Fixed over a dozen crash issues.
Fixed an exploit that enabled card duplication with a replication potion and combat retries.
Fixed an issue when inventory items could lose some stacks because the number of a stack was too high.
Fixed some damage increasing effects not persisting during a Flurry sequence.
Fixed special lighting on enemies not appearing in the bestiary.
Fixed rare case when an effect triggered a card select and card filtering filtered out a few cards erroneously.
Fixed intent management SFX playing at the wrong time making misplays possible if the player relied on the sound effect for confirmation.
Fix Sunken effect from Sickle remaining for next combat.
Clicking in the options menu triggered dialog skip in the background.
Fixed a rare case when a curse card injected into the deck could appear two times
Fixed difficulty tooltip continuously growing when resizing the window.
Fix excessive (200+) poison damage not triggering certain enemy buffs.
Fixed some enemies who are slightly lowered into the ground appearing just above the ground after a polymorph debuff faded from them.
Fixed various slight UI positioning issues when rapidly changing the window resolution.
Fixed game not saving at the absolute beginning of a run without even entering a combat chamber.
Fixed some trinkets not updating their charge values at the correct time.
Fixed rapid clicking causing focus point UI to not appear during the second tutorial that teaches intent management.
Fixed buff apply animation triggering on some enemies after all enemies have been defeated.
Fixed Corrode Touch not being stackable.
Fixed a rare issue where summoning a card into an almost full hand would result in adding the summoned card to draw.
Fixed Offhand Strike’s -1 energy for block cards not affecting X type block cards.
Fixed a rare issue when enemies could rotate slightly while doing an attack animation.
Fixed some accumulating buff effects like Rage or Corruption not displaying their stack value when the value was exactly 1.
Fixed dozens of typos.
Implemented more robust savefile handling to avoid file corruption.
Reduced video memory load.
Optimized a handful of 3D assets.
Added “nosteam” launch option.
The Trials Yet To Come - A brief update from the depths!
It's been a while since we've had one of these updates and we wanted to let you know what's been going on in our development chambers.
We’re hard at work crafting new content for Deepest Chamber: Resurrection, and can’t wait to share it with you in an upcoming update. And even though we still have a bit of tinkering to do, we thought it would be a good idea to give you all a little preview.
By the way, if you want to be among the first to try out some of this content, make sure you sign up for Those Awesome Guys' playtesting initiative called Team Awesome. In short, you get to try out some of our newest ideas, and we get valuable feedback from our communities. Sign up form can be found here.
We're battling on many fronts right now, with a major balance update on its way that we hope will dramatically change things for the better for everyone. This will cover both cards, encounters, how the map works etc.
Many of you have told us that you're looking forward to controller support and we're almost done with that as well, so expect it in one of our upcoming major updates. This will of course be coming over to the Steam Deck version of the game as well!
Our new biome, the Catacombs, is shaping up nicely. Skeletons, spiders, scorpions are roaming all around this place, which will be the most challenging yet in Deepest Chamber: Resurrection!
These are only a few screenshots of the upcoming content, but we hope to show you more and more things soon.
And hey, Steam Summer Sale is going on right now, so you can enjoy a 25% discount!
See you in the depths!
Patch 0.903
Another small patch! As always, thank you for your bug reports everyone!
Fixed a bleed boost level duplication issue with Shoot.
Fixed Acolyte Staff healing in corrupt spirit zones.
Fixed incorrect text when removing a card at Ingward.
Fixed a Claw card animating to the deck when continuing a saved run with Lupa and the Forge Sign trinket.
Have a nice day and see you in the depths, Balcony Softworks
Patch 0.902
We are back with a small patch for the Steam Deck and devices with low screen resolution! Thank you for your bug reports everyone!
Fixed a crash caused by too large tooltips on inventory items.
Fixed wrong text indentation on hero descriptions at the inventory panel.
Have a nice day and see you in the depths, Balcony Softworks
Patch 0.901
We are back with a quick hotfix patch! Thank you for your detailed feedback everyone!
Fixed potions disappearing after looking at the Bestiary.
Fixed a crash when creating a copy of Breakout with a -1 energy boost level added to it.
Fixed a rare case when a salvaged trinket could appear during a run.
Fixed dead heroes participating in conversations.
Fixed Bestiary tabs disappearing.
Fixed Bestiary buttons wrong placement when running at low resolutions.
Have a nice day and see you in the depths, Balcony Softworks
The Unleash The Beast Update
Greetings dwellers! Our journey through the 2023 Roadmap continues, with a couple more pieces to be added to our puzzle. With this new update, Deepest Chamber: Resurrection will get some well-awaited fixes, interesting new features, balance actions, and achievements! And to celebrate this new milestone, Deepest Chamber: Resurrection will be 25% OFF until May 25th!
First off:
Introducing: The Bestiary
This new feature will serve as a compendium of all the creatures that can be found in-game. Each entry will include the creature’s Intents, a list of all its skills and abilities. The Bestiary is located in the “Collections” menu.
Introducing: Achievements
The denizens asked, and we delivered: the first batch of 26 new Achievements has been added to Deepest Chamber: Resurrection, and there’s even more where that came from! Happy hunting!
Native Linux build and initial Steam Deck build
Deepest Chambers: Resurrection will now support Linux OS! And that’s not all. We started working on Steam Deck compatibility as well!
Please note that the Steam Deck support is in its initial stages and some key features (eg. Controller support, UI sliders) will be added later on during development.
We hope you’ll enjoy our latest features and, as always, we’d like to thank you for your continued support and feedback!
Added new tab highlighting with animations to the UI.
Added camera shake to the Old One, King Parten, Cave Beetle, Rumm and the Keeper.
Added slider for card size in hand.
Added dynamic lights to mine maps.
Added a new portrait for the Old Woman.
Adjusted item positioning on a few maps to lessen clipping with certain enemies.
Updated localization.
Balance:
Swapped boost level order for Mage Shield.
Swapped boost level order for Cover.
Swapped boost level order for Fur Gloves.
Lowered the initial damage of Claw and Maul.
Cover +1 base block.
Holy Shield +1 block for first boost level.
Carillon +2 base block.
Spirit Husk +1 base block.
FlameStrike changed to 4
5 damage from 3
6.
Grand Surge now deals 15 base damage.
Conjure Chains cost 1 less energy.
Stoneskin +5 base block.
Battle Shout gives 25 rage each turn instead of 10.
Alchemist's Alloy +2 base block.
Offhand Strike +5 base damage.
Cleave +2 base damage.
Prepare Blades +8 base damage.
Stab +2 base damage.
Jade Shuriken +2 base damage.
Assassin's Teapot +2 poison.
Azure Crystal block increased from 2 to 3.
Lion Head rage increased from 25 to 50.
Ragged Bandage corruption increased from 4 to 5.
Dried Chicken Feet corruption increased from 4 to 5.
Battle Horn rage increased from 25 to 35.
Brooch rage increased from 7 to 10.
Old Tome corruption increased from 4 to 5.
Redesigned the Slingshot: Every time the thief gains block summon 1 Shuriken. (3/3)
Patina Spring now gives 10 instead of 5 Shurikens.
Fixes:
Lupa/Mathilda feed stacks remained after combat retry.
Removed camera shake when using Lupa/Mathilda.
Boosted the volume of the Lamplighter’s roomenter sound effect.
Fully boosted Sentient Blade auto attack now removes the invulnerable buff from enemies.
Sometimes floating damage text appeared in the top left corner. (Sentient Blade autoattack)
Wrong icon for Major Burn potion.
Thanks, and see you in the depths!
Patch 0.899
This time we are back with a handful of fixes! Thank you everyone for your continued support!
Fixed healing not working on heroes with the Mark of Death debuff.
Fixed hunter hero trinkets appearing in runs without the hunter being in the party.
Fixed trinket loot duplication when loading a save game with many collected trinkets.
Fixed Open Wound applying 0 bleed when the damaged target had fully blocked the damage.
Fixed Nailed keyword sometimes not appearing on cards after combat.
Fixed Collection button hitbox sometimes being unresponsive.
Fixed hero trinket showcase hitbox sometimes being unresponsive in the edit party menu.
See you in the depths, Balcony Softworks
Discover our newest run-enhancing feature in The Tricks of the Trade Update!
We're happy to announce another new feature that we think will add even more excitement and variety to your Deepest Chamber descents.
Introducing the Salvaging Feature
Upon completing a run, you’ll now be able to save a trinket from your collection for future runs. This means that on your next descent, you’ll get to keep that trinket and employ its abilities to help you on your journey. Please note that starting trinkets cannot be salvaged. We feel that this feature is suited for both new and experienced players, as it helps with tackling the initial difficulty and incentivizes additional runs.
Players will be able to salvage a trinket even if they are defeated. We're also playing with the idea of implementing a scoring system, where players who don't use the advantage of trinket salvaging would receive a hefty bonus.
This is just a little taste of what we got in store, with plenty more tricks up our sleeves for the rest of the year, so make sure to stick around.
Full patch notes below
New Feature: Trinket salvaging! After a run you are able to choose one of your trinkets to be used on the next run.
Redesigned the collection panel to be able to show more items at the same time.
Added a trail visual effect when a card has been used.
Added floating text to the provision panel when there is no space left for a potion.
Added X marks to visited map nodes.
Changed the visuals of nodes on the map that are no longer accessible.
Changed the static pink effect of the reflect buff to a pulsation one for better noticeability.
Changed the animation of cards to be more pleasant after they have been used.
Changed the cursor to feel like it has been pushed in when clicking instead of a simple rotation.
Changed the border graphics of secondary tooltips to be less distracting.
Changed the font size of the energy requirement of a card.
Changed the drop shadow of the energy requirement of a card to be more visible.
Changed the color of the card type text at the bottom of a card to be less distracting.
Balance: Hunter card Reload rarity changed to uncommon from common.
Balance: Added new hunter card: Scatter Shot (bleed archetype)
Fixed a UI issue that happened when starting a run with 4 potions and trying to loot a 5th potion at the provision panel.
Fixed the death camera animation going too far back.
Fixed the yellow holy VFX that plays after talking to the pope at the run win panel.
Fixed wrong mouse button symbol on the inventory popup tutorial.
Fixed withered rose dealing melee dmg instead of magical.
Fixed an animation loop that occurred when Ammut gets stunned and immediately dies.