Early Access · Season 11 · Oct 9, 2026

The Dark Returns

Dark Swarm, Fog of War, one shared queue, and a full gear rework. The dungeon is supposed to be dangerous again. The most important changes are at the top; the long lists are further down.

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6:00 PMOct 9 · maintenance begins
~5 hrsDowntime. Website may go down too
40 minTo finish your current match and get out
No queueLogins and matchmaking close once the patch starts
I.

Mark the Calendar

Grab your free gift on day one. SSF runs for two weeks, then trading opens.

Oct 9
  • Season 11 goes live
  • SSF event begins (no trading)
  • Twitch Drops start
  • Halloween event + Witch/Cursed cosmetics
Day 1
  • Claim “EAS11 Welcome Gift Delivery” from Post Express → Express Delivery
Oct 23
  • SSF ends
  • Marketplace & Trading Post open
Oct 30
  • Arena Season #4 begins
  • Twitch Drops end
II.

The Six Big Changes

Read these six cards and you know what changed this season. Swipe on a phone.

🌑

The Dark Swarm is back

It closes in on every Normal and High-Roller map. Being outside the circle hurts more each phase, but standing near a light source protects you. Light also puts you in an Illuminated state, which stops you from hiding.

⚔️

One queue for everyone

Solo, Duo, and Trio now share a single queue for parties of 1–3. Gear Score brackets and entry requirements are gone. In their place, an Ante entry fee scales with your Gear Score.

💰

Bounties

Overgeared players in Normal pay into a bounty pot. Kill one and you collect what's left in it.

🛡️

Gear rework

Rarity no longer grants free primary attributes. Random modifiers decide how good an item is. Chain armor is new.

🗺️

Classic dungeon

Fog of War, classic chests, solo escape stairs, and random layouts are back. Pedestal portals and Down Portals are gone.

🎻

Bard & Warlock kits expand

New perks, skills, spells, and songs for both classes, including Warlock's Summon Demon and Bard's One-Man Band. The new Glaive weapon also arrives.

🧪

Custom Play

Expedition lets you extract Expedition-only loot to use in later Expeditions. Skirmish lets you fight with your own gear and lose nothing. Custom Play requires Legendary Status.

III.

Class Changes

Tap your class to filter. Each card's tally shows its buffs and nerfs at a glance.

Buff strongerNerf weakerChange trade-off / reworkNew added
IV.

Dark Swarm & Light

This is the biggest change to moment-to-moment play. Plan your torch fuel before you queue.

Standing in torchlight keeps you safe from the swarm, but it also gives away your position.
  • Applies to every Normal Campaign and High-Roller dungeon. Damage outside the circle ticks every second and rises with each phase.
  • Random Escape Portals open as phases advance. One portal is guaranteed in the phase right before the final circle.
  • The session timer shows only in Normal Campaign.
  • Stand near light and the swarm can't hurt you. That includes torches, lanterns, campfires, the Wizard's Light spell, and torches and Rosters placed in the dungeon.
  • Illuminated: anyone near an active light, enemies included, can't hide. A wall blocking line of sight cancels it.

Light-source rules

  • Handheld lights burn fuel and can't be relit once empty. Higher rarity means longer fuel, and fuel refills in the lobby. A gauge shows what's left.
  • Fuel use pauses while resting or meditating.
  • Final phase: every handheld light goes out and can't be relit.
  • Dungeon-placed lights burn fuel only while they're inside the swarm.
  • A lit light stays lit when thrown. A dropped light lands unlit.
  • Oil Lanterns now have rarity. Torches stack one per slot and cost 10 gold.
V.

Queue, Ante & Bounties

Gear Score threshold: 256. How much you pay depends on which side of 256 you're on.

The Tavern is back: gather your party there before you head in. Nobody can take damage before entering a dungeon.
  • Three modes: Normal Campaign, High-Roller, and Arena. Normal and High-Roller drop you into a random dungeon: Forgotten Castle, Ashen Range, or Frost Mountain.
  • The Blue Maelstrom has been removed.
  • Every dungeon uses one queue for parties of 1–3.
  • Gear Score now reads as Equipped / Total. Utility items count as 0.
  • High-Roller: friendly encounters between teams are allowed, and “teaming” is no longer a report category.

The Ante (entry fee)

Normal Campaign

Overgeared pays

The fee grows with how far your equipped + inventory Gear Score is over 256, capped at 10,000 gold. Paying it gives you a Veteran Adventurer's License and puts a bounty on your head.

High-Roller

Undergeared pays

The fee grows with how far your equipped Gear Score is under 256. Going in naked costs up to 2,000 gold. You get a Gambler's Token (I–VI), which you can sell to the Collector to win back part of the fee. The old entry fee and minimum Gear Score are gone.

VI.

Combat & New Weapons

Heavy weapons get special attacks on R, and two-handers without a riposte get a new timed guard.

New this season: the Glaive, Bow of Endless Thirst, and Bloodbound.
  • New weapon: Glaive.
  • New Cursed Artifacts: Bow of Endless Thirst and Bloodbound.
  • Special attacks (R): Battle Axe, Double Axe, Halberd, War Maul, and Zweihander. Their secondary attacks, which right-click couldn't do before, are now on R. Right-click still blocks. Alternate normal and special attacks to chain combos.
  • Impact Guard: added to every two-handed weapon without a riposte. Time your guard right and you get a short Impact Resistance boost, so you guard more firmly. Look for its buff icon at the bottom of the screen.
    • Melee: Bardiche, Battle Axe, Double Axe, Felling Axe, Glaive, Halberd, Quarterstaff, Spear, War Maul
    • Ranged: Longbow, Recurve Bow, Survival Bow, Crossbow, Windlass Crossbow, Hand Cannon
    • Magic: Magic Staff, Ceremonial Staff, Spellbook
  • New counterattack animations for the Battle Axe, Double Axe, Halberd, and War Maul.

Feel & input

VII.

Dungeons, Escapes & Loot

Exits are scarcer and the map stays hidden until you explore it.

Escapes

  • Escape Stairs: you have to open the gate first, and each set works for one player only.
  • Pedestal Portals and random Down Portals are removed. The only way down is the Down Stairs.
  • The number of exits is fixed for each match. Unused exits are blocked and don't show on the map.

Map & world

  • Fog of War is back. Stairs, altars, and similar icons still show in unexplored areas.
  • Traditional treasure chests and randomized dungeon layouts return.
  • Forgotten Castle: the curse is stronger. New visuals, Cursed Shrines, Cursed Chests, and new items.
  • The Ruins: a 5×5 random module system builds a new layout every match.
  • Mysterious Rooms show up more often in The Crypts.
  • Sacrificial Altars can spawn Sundered, and those can't revive an ally.
  • Loot Goblins no longer appear.

Loot & merchants

Painting of a goblin smuggler in a candlelit cave hideout
Actual in-game screenshot: a Goblin Smuggler at the Bandit Camp, selling from a chest and sack.
In-game screenshot: a hooded Goblin Smuggler crouched over a chest and sack of goods at the Bandit Camp
  • In-dungeon merchant: find Goblin Smugglers in hidden hideouts and trading spots to buy what you need.
  • Keys and gems (Old Rusty, Golden, Skull, Frozen Iron Key, Mystical Gem, Ember Gem) can now be extracted and sold to the Collector. They drop only from subbosses and bosses, not chests.
  • Accessories drop at a low rate from Treasure Hoards and premium chests (Lion's Head, Heavy Ornate, Bronze Ornate, Golden, and Marvelous Chests).
  • If your bags are full, Treasure Hoard loot drops to the ground.
  • Gear another player brought in can no longer go to the Dungeon Expressman.
VIII.

Items & Gear

Builds now come from your random modifiers, not from an item's rarity color.

  • Primary attributes are gone from armor, and rarity no longer grants them.
  • Modifier counts by rarity: 1 on Uncommon up to 6 on Artifact.
  • Similar modifiers can now roll together (e.g. Fixed Damage + Additional Damage). Undead/Demon modifiers can't repeat on one item.
  • Fixed Damage & Additional Weapon Damage can roll on every slot except shields. All Attributes can roll on any armor, cloak, necklace, or ring.
  • Physical weapon damage is now a range. Most values went up, including Uniques. Low-rarity Rapiers and Hatchets went down.
  • Artifacts drop less often.
  • Gear Score adjusted on 40 items (32 Epic weapons, 6 lanterns).
  • New armor type: Chain. Its speed penalty falls between Leather and Plate. 21 armor pieces have been reclassified.
  • Physical and magical damage reduction now depend on armor material. The cap for both is 95%.
  • Headshot Damage Bonus cap goes from 180% to 200%.
  • Armor speed penalties and Agility speed scaling were adjusted. So were helmet headshot reduction, plate Magic Resistance, and shield Armor Rating.
  • Each weapon type has its own move speed while attacking and its own penalty when hit.

Weapon numbers

IX.

Stats, Economy & Progression

Base stat changes that affect every class, plus the merchant and progression changes.

General balance

  • The base +25 Health on every class is removed. Health, spell casting speed, physical power, magical power, Will, action speed, and interaction speed curves were reworked.
  • Move speed cap: 330 → 500. Walk multiplier 0.40 → 0.65.
  • Backpedal penalty goes from 60% to 80%. The penalty for swapping weapons is gone, and the slow after landing is shorter.
  • Memory Capacity now scales 1:1 with Knowledge.
  • A successful guard (your Impact Resistance beats their Impact Power) makes you flinch for slightly less time.
  • Shrines: Protection 5→10% DR, Power 15→20 PP, Speed Fountain 10→15.
  • 21 sub-bosses have their health reverted to earlier values. 7 monsters (Frost Wyvern, Magma Wyvern, Demon Overseer, and others) now deal magical damage with their elemental attacks.
  • Adventure Points: the High-Roller bonus drops from 50% to 30%. Kills give 45 (was 90), adjusted by the rating gap between you and the player you killed.
  • Goblin Affinity gear recovery is less likely: 0 / 10 / 20 / 30 / 40 / 45 / 50% per tier, the same in Normal and High-Roller.

Merchants & progression

  • Healing Potions and Bandages cost more. Poor and Common versions are limited every 30 minutes to 3 singles plus 2 bundles of 3.
  • Uncommon and Rare Surgical Kits are limited to 1 per merchant refresh.
  • Goldsmith jewelry crafting uses gems, Silver and Gold Coins, and Arcane Essence. The gem's rarity sets the jewelry's rarity. Unique accessory crafting and gem socketing are disabled.
  • Surgeon, Miner, and Huntress have new stock. Some collection quests changed how many items they need and what condition the items must be in.
  • Stashes you can buy with gold: down from five to one, now costing 10,000 gold.
  • Demigod cap: 50 → 10. Rewards: a Gold Coin Bag (untradeable) at levels 1–4 and 6–9, a Spectral Gold Coin Bag (tradeable) at level 5, and a Gold Coin Chest (tradeable) at level 10.
  • Hall of Fame: only the top 3 get weekly rewards. 1st gets a Spectral Gold Coin Bag; 2nd and 3rd get a Gold Coin Bag (both untradeable).
  • Blessing stats for Blyssia, Solaris, Noxulon, and Zorlin changed.
  • The Gathering Hall and Workshop menus are removed.
X.

Events, Freebies & Shop

What to claim, what to watch, and what the Season Pack contains.

🎁

Welcome Gift

Free. Claim it from Post Express → Express Delivery.

🎃

Halloween

Do Jack O' Lantern's quests for rewards. Witch and Cursed cosmetics are in the shop.

📺

Twitch Drops

Oct 9 – Oct 30. Details are under the Twitch Drops menu on the official site.

📦

Season 11 Pack

Includes a permanent potion skin, 2 Redstones, a season Shared Stash, +5 Marketplace slots, 3 Gold Bags, 6 Gold Purses (untradeable), and a bundle of consumables.

🧪

Custom Play details

Expedition: loot marked Expedition Only can be used only in Expeditions (no quests or merchants), and you lose it if you die. Skirmish: you risk none of your gear, but you can't extract anything you find. Accounts with Legendary Status can use Custom Play to set up their own private sessions.

XI.

Tools

Things to use before you queue, not just read once.

XII.

QoL, Fixes & Dev Note

Smaller changes, collapsed so they don't get in the way.

Quality of Life & UI 12
  • Hold Shift to compare gear. This also works on item links in shops, the Marketplace, trades, mail, and chat.
  • Right-click to equip (replaces double-click). Right-click acts when you press; left-click acts when you release.
  • Right-click a Perk or Skill to equip it into an empty slot.
  • Drag and drop now places items under your cursor, nudges oversized items back inside the grid, and warns you when they won't fit.
  • Sorting puts gold containers first, and gold coins now reliably merge into untradeable gold containers.
  • Right-clicking stash gear you can't equip moves it to your inventory with no error.
  • Perk slots unlock at Level 5 (slot 2), 10 (slot 3), and 15 (slot 4).
  • The bottom in-game UI was improved.
  • Warlock's Soul Collector effects no longer block the screen.
  • Bard buff and debuff sounds change with performance quality. VFX differ per instrument, and Song of Silence, Peacemaking, Lament of Languor, and Dissonance have new visuals.
  • New characters start with the ‘Surrender’ emote.
  • New Bard and Warlock music added.
Bug Fixes 12
  • Bard's performance music could play at a higher pitch than intended.
  • Crypt boss room: a Treasure Hoard could be replaced by a chest.
  • Goblin Cave (Goblin Maze A): spiders got stuck at the end of a ramp.
  • Goblin Cave (Cavern Lake A): Little Toads could attack right after spawning.
  • Firedeep (Dwarven Lockway): an escape portal could spawn in lava.
  • Firedeep (Lava Crossway): Oak Chests could spawn overlapping each other.
  • Ice Abyss (Sinking Pillars): some Skeletons didn't sink with the pillars.
  • Using two Down Portals at once could consume both.
  • Morning Star's hitbox didn't match its model.
  • Golden Cloak looked like the Radiant Cloak when dropped.
  • Gold Coins didn't always merge into untradeable containers when sorting.
  • Long lobby party chat messages got cut off instead of wrapping.
Developer's Note: why this season Read

The developers say that past efforts to make the game more accessible and convenient pulled it away from what made it unique. Season 11 is their move back to the original vision: a dangerous, unpredictable dungeon where preparation matters.

They acknowledge the changes are big, that not everyone will agree, and that earlier shifts in direction caused frustration. They take responsibility for that and call this season a starting point, not the finished result. They plan to keep tuning based on feedback.

“See you in the dungeons!”
XIII.

Feedback

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