108 changes in 10 days · newest 9 October 2026
What’s new
DANKLOOT is in development and the game changes most days. This is every change you can see or play, newest first, one line each, written for a player and linked to the page it changed: 97 of the 108 are in the game itself, the rest on this site. Work you cannot see yet (art painted ahead of time, rules kept switched off until they are finished, tests) and small bug fixes are left out. A day is the day the change was made; it reaches dankloot.com when the site is next published, which can be a day later. The Atom feed carries the same list for a feed reader.
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Free, in the browser, no install. Your progress stays in this browser.
- Taking a waypoint from town keeps your hero: level, skills, cards and tree come with you, and a big start draft can be picked for you · in the game
- Free skill-tree points show on the town's hero line, and the first floors' HUD is simpler · in the game
- On the snow pass and in the desert, cliffs and pine stands look like rock and trees · in the game
- When an elite appears its name is drawn once, not twice on top of each other · in the game
- The front page's clip and pictures show the game as it plays now: Town Portal, stairway down · on the front page
- When a floor is done, a stairway down opens: walk onto it to go deeper · in the game
- In town, the Waypoint opens a list of where to go and never starts a dive by itself · in the game
- A Town Portal button on every floor: tap it any time to go home, everything banked free · in the game
- The town and the codex now record Mage and Bonecaller evolutions too · in the game
- A What's new link in the town's More list and on the title screen · in the game
- Every page says the game is ours, and a copy elsewhere sends players to dankloot.com · on the front page
- Trees, ferns and logs in the forest, pines and cairns on the snow, ruins in the desert · in the game
- The town is easier to read: places named, one name each, hero choice beside Dive · in the game
- The Mage and the Bonecaller attack from range instead of walking up to swing · in the game
- Floors 16 to 20 and their boss fight get full music instead of a one-minute loop · in the game
- Every portal lets you go home · in the game
- The two deeper boss fights get full themes that develop instead of a one-minute loop · in the game
- Step on a lit waypoint to travel: home to town, or to any waypoint you have lit · in the game
- On snow and sand the unexplored edge is a soft haze and monsters stand out clearly · in the game
- The camp fills out: a road out through the fence, carts, crates, woodpile, banners · in the game
- Floors 26 to 30: the Black Glass, the deepest band, with three new monsters and a final boss · in the game
- Three more item sets, one for each hero, whose bonuses grow with every piece worn · in the game
- Twenty more unique items with their own pictures and powers, found past the first boss · in the game
- The front page shows the forest, the snow pass and the desert, not only crypts · on the front page
- Every dive walks the open forest at least once before the first boss · in the game
- Above ground it is daytime: dusk in the forest, bright snow, hard desert sun · in the game
- The forest, snow pass and desert get their own cliffs, thickets, trees, rocks and ponds · in the game
- Floor 1 is now the forest road from the camp to the crypt; snow and desert lands deeper down · in the game
- The stairs down out of the camp are painted like the rest of the town, not a grey box · in the game
- The front page shows the Mage and the Bonecaller in play, not only the Warrior · on the front page
- Each of the three heroes is worth picking, and a companion of another class helps · in the game
- Choose a Bonecaller in town and dive with a pack of raised servants at your side · in the game
- Choose a Mage in town and dive with him: fire, frost and lightning spells · in the game
- Bring a companion: a computer-played hero dives beside you, and you can revive each other · in the game
- The front page shows the new skill tree and the in-game codex you reach from the town · on the front page
- A skill tree for your hero in town: spend points earned in the depths on three paths · in the game
- A codex in town listing the monsters you met, your skills, evolutions and uniques · in the game
- The music no longer drops in volume at three deeper bosses and on floors 16 to 20 · in the game
- The town picture shows the camp you actually arrive in, and the floor picture shows a fogged zone · on the front page
- Explore open zones under fog of war, with a full map, shrines, chests and lairs · in the game
- The Warrior learns to taunt and raise a shield wall that stops monster shots · in the game
- Floors 21 to 25 become the Salt Galleries, with three new monsters and a new boss · in the game
- Floors 16 to 20 become a fourth depth with three new monsters and a new boss on floor 20 · in the game
- The last Warrior skills still drawn as plain marks get painted icons · in the game
- Skills and passives show painted icons on level-up cards, the skill bar and town · in the game
- The front page's pictures show the game as it plays today, each dated · on the front page
- Walk around a small town camp: tap the smith, stash or altar and your hero walks there · in the game
- No more thin lines flashing across the screen from the level ring or a spell · in the game
- The town reads at a glance: your hero, the places you can use, and one Dive button · in the game
- The dive's top bar is clean: health, floor, time and gold shown with icons, nothing overlapping · in the game
- Buttons, panels, tabs and text look like a finished game, and nothing runs off the screen · in the game
- On open floors the top bar counts packs left and the exit, not a stuck Wave 1 · in the game
- The town and dungeon music become full tracks that develop instead of short loops · in the game
- The title screen gets an Erase all progress button: one warning, then a fresh start · in the game
- A loot filter setting: hide grey junk, or everything below rare, in one tap · in the game
- More of the Warrior's skills can carry a dive to the deep bosses · in the game
- Find waypoints as you descend: touch one to unlock it, go home from it, start there later · in the game
- Banish a level-up card you never want to see again this dive · in the game
- Every level-up now offers at least one active skill and one passive · in the game
- The front page describes floors as they now play: open areas, sleeping packs, an exit to find · on the front page
- A bar along the bottom of the town takes you to Gear, Smith, Altar and more in one tap · in the game
- Open areas use the same zoom as rooms, so the camera no longer jumps far out · in the game
- Tap a gear slot and only the items that fit it show up, best first, with one-tap Equip · in the game
- Floors open up: explore connected rooms and caverns, meet packs as you go, find the exit · in the game
- Loot names stay fully on screen, and damage numbers never land inside a name · in the game
- On boss floors the boss bar no longer covers your carried-item icons · in the game
- The band-one brute and the Bellwright now walk, strike, flinch and fall like every other figure · in the game
- An elite's name always fits a phone screen, and a hit boss flickers instead of going white · in the game
- Each of the three bosses now has his own music, not one shared theme · in the game
- In a packed fight, damage numbers and loot names no longer pile up over your hero · in the game
- Front page pictures show the painted title, the town camp and gear with item art · on the front page
- Loot bursts out of fallen monsters with a sound by rarity, and bosses spill a fountain · in the game
- Each depth has its own music, and the bosses have theirs · in the game
- Every item has its own painted picture in the gear slots, the stash, the item card and the bag · in the game
- The town gets a blacksmith to reroll or upgrade gear, and an altar to melt three items into one · in the game
- The title and the town are painted places: the hero above the crypt stairs, and a camp · in the game
- Skills evolve: a top-rank skill plus its matching passive becomes a stronger form · in the game
- The front page lists what the game really has, counted from the game’s own code · on the front page
- Four more Warrior skills to find on level-up, each with its own look and sound · in the game
- The husks walk on two feet, with no loose bits floating behind them or arms dragging on the floor · in the game
- Three item sets to collect: wear more pieces for bigger bonuses · in the game
- The Warrior walks on two clear legs and the beetles scuttle on six, not glide · in the game
- Ten gear slots: off-hand, gloves, belt, amulet and a second ring join the five · in the game
- The two deeper dungeon areas get their own painted stone and iron floors and walls · in the game
- The front page shows the real game, with screenshots, a clip and a Play button · on the front page
- Four new warrior skills to find on level-up, each with its own look and sound · in the game
- Floors 11 to 15 are a burnt-out foundry with three new monsters and a new boss · in the game
- Ten unique items, each with a power that changes how a skill plays · in the game
- Elite monsters with named powers now lead the horde, and drop better loot · in the game
- Floors 6 to 10 are a new place with four new monsters and a new boss · in the game
- Monsters walk, swing, flinch and fall instead of sliding · in the game
- Loot grows the deeper you dive without going home · in the game
- Going to town no longer ends your dive, and the move stick never sticks · in the game
- The warrior really walks and swings, with animated steps and strikes in eight directions · in the game
- The horde is real monsters and the bell-ringer boss winds up before he swings · in the game
- The crypt looks like a place: painted stone floors, tall walls and burning torches · in the game
- Your hero is a real armoured warrior, lit by his torch, turning to face all eight ways he walks · in the game
- A 300-monster horde stays smooth on a phone: the game lowers its drawing resolution before it drops frames · in the game
- Your skills fire by themselves, so one thumb only steers; carry up to six · in the game
- The floor-5 boss can now be beaten by a steady player, not only a lucky one · in the game
- Turn on a frame-rate readout and see if a 300-monster horde holds 60 fps · in the game
- On a desktop the dive fills the screen, with your build and your loot beside it · in the game
- Your hero is bright with a pool of light, so you never lose him in the horde · in the game
- Hits land hard: hit-stop, screen shake, death bursts, a sound for every blow, music · in the game
- Monsters drop random loot, from white to rare, that you can equip in town · in the game