FOR IMMEDIATE RELEASE


Gaslamp Games Under New Management; Announces Surprise Public Beta of New Dredmor Patch


June 13th, 2026 - Gaslamp Games, the early 2010s indie darling best known for its award-winning roguelike "Dungeons of Dredmor", and for being one of Canada's most popular and
exclusive snake cults, announced today that it has been taken over by New Management; furthermore, in celebration of Dredmor's fifteenth birthday, it has released one of a planned series of updates and new expansions for Dungeons of Dredmor today on the Steam Platform as a public beta for Windows, with other platforms being updated for the next major release.


"We are very pleased to have taken over this once-ailing snake cult," explained a faceless, joyful leader of the New Management. "Indeed, it simply shows that what we thought the Snake Prophecies foretold, which certain former leaders PREVIOUSLY thought would read to the rise of Astro-Zebulon, Gaslamp's original immortal snake god, now leads to the One True
Snake God that shall remain nameless and envenomed forevermore."


In accordance with the Snake Prophecies, a new build of Dungeons of Dredmor has been placed on a branch on Steam. It features a number of major requested bugfixes to Dungeons of Dredmor, as well as many other improvements which are documented below. Windows users can be opted into by selecting the "public_beta" branch on Steam. Brave users can opt themselves in, otherwise opt in the users nearest you. Additional plans for Dungeons of Dredmor will be released soon during the unveiling of the Snake Prophecies, when the time is right. In the mean time, celebrants are welcome to sign up for the mailing list at www.dungeonsofdredmor.com for first tentative, furtive glimpses at All That Will Be Revealed.


When asked his name, the representative smiled, looked at me, and I felt the taste of sharp citrus mixed with the feeling I had when I looked at my parents watching me leave on the first day of college. I don't remember anything after that. Gaslamp's previous staff was last seen hiding in Ireland, where there are famously no snakes.


HAPPY FIFTEENTH BIRTHDAY, DUNGEONS OF DREDMOR!


About Gaslamp Games:


Gaslamp Games is a Canada-based independent game development studio founded sometime around
2005, but nobody was really keeping track at the time. Its previous releases include 
Dungeons of Dredmor (2011) and Clockwork Empires (2016). It is, to the studio's knowledge, 
the only Canadian indie game studio that is also a registered snake cult, though competition in this
category is not believed to be fierce. That said, we're a little worried about Klei.


About Dungeons of Dredmor:


Dungeons of Dredmor, originally released on Steam in July 2011, is a turn-based
roguelike that helped establish the genre on the Steam platform and has been
quietly accumulating new players ever since. It is available on Steam at the price of a very modest
amount of dollars.


Press Inquiries: press@gaslampgames.com


Snake Inquiries: snakes@gaslampgames.com


CHANGES IN THE PUBLIC BETA:


Once again, we note that the public beta is for Windows only at this time. (We're working on the other platforms but we wanted to get this out today.)


THE CURRENT FIX FOR THE STEAM SAVEGAME CORRUPTION THING:


This turned out to be due to a silent API failure if you are over your Steam Cloud allocation. Fixing this properly is... taking a little bit. Therefore, as interim measures:


- The game will no longer let you create a new game if you're over your steam cloud allocation, instead telling you that you need to free up some space and bringing you to the load game menu to do so
- FIXED: If you are over 90% on steam file usage (either filecount or filesize, both matter), the game will now warn when you're entering the New Game menu you that you're close to going over and will suggest you go delete some or else risk savefile corruption... but will let you ignore the warning.
- ADDENDUM: if you're a mod user you will chew through things quicker!  Supersorry.


(A more permanent fix is coming, but this is surprisingly hard to do without breaking everyone's save games AGAIN... and we don't want to do that.)


ARCHITECTURAL:


- Updated from 32-bit to 64-bit architecture.
- Updated the user directory from the now-deprecated Win32 `SHGetFOlderPathW() + /Gaslamp Games/Dungeons of Dredmor/` to the new, modern, `%APP_DATA%/Gaslamp Games/Dungeons of Dredmor/'
  This is to:
  - preserve old savefiles in a directory that the altered code / steam doesn't touch
    - be forward-compatible
- Updated config screen and main menu with build information (including SHA for beta/public releases)
- Updated main menu with the steam username you're logged in as
- Added a logfile system for debugging. Runs are logged at `%APP_DATA%/Gaslamp Games/Dungeons of Dredmor/.logs`
- There are now buttons to open a filesystem folder to your savedir and (if present) to the legacy Gaslamp directory. This is to aid with backups/restores later.
- The game's assets now load in a background thread and there's a "Loading..." animation
- There is now a system dialog explaining that your graphics card failed to initialize if that's the cause of a formerly silent crash
- There is now a crashmod.txt if your game crashes while loading mods which points out the culprite (and a system dialog that pops up next run)
- The game now properly remembers your last difficulty, permadeath, no-time-to-grind, and appearance choices and pre-populates the New Game menus with them.
- we now save out the config.xml after you're done making a new character, thereby saving your choices for the next time you roll a new character
- we now save the game before you take your first step into that brave new dungeon
- Integrated a third-party crash reporter so we can now... track crashes sanely - if you opt to send it will upload your gameplay log the savegame file, and dump files related to the crash
- game now cleans up the ~/.log and ~/.tmp directories upon a new run
- upgraded the SDL interop layer - Dungeons of Dredmor is now Hardware Accelerated! 
- updated the icon to a cute lil diggle (the Dredmor head was unreadable)
- Added `-crash` as a command-line argument. Now you can intentionally crash the game! (this is useful for testing the crash reporter) (don't complain to us if you try it.)
- Added `-version` as a command-line argument, which will print out the full version details of the exe and not run the game
- `-seed` now forces main dungeon levels to always roll the same way (note - if sharing a seed and using mods you both need the same mods (with the same version) enabled)
- `-log-cheevos` now forces all cheevo-related functions to spew SO much data into your logs. Like _SO_ much.
- put the full version string in the titlebar if the BETA_VERSION_NAME isnt empty
- added Gaslamp Games social link to pc config screen
- minted a custom SDL2.dll with debug symbols and thread awareness so the crash reporter can give us news about what's up inside of there
- We now log command-line arguments to the log so we know how the game was run in bugreports
- We now log the player's name and build to the log on newgame for repro
- We now log how many times the RNG was called and print it out before we attempt to generate a level (for repro)``
- Re-randomization is now done by pulling a new seed from the next current rng roll and not from `SDL_GetTicks()`
- There is now a "ignore autolooting in the pocket dimension" config toggle. `autoloot_off_in_pocket_dimension` in `config.xml
- There is now a "don't use lockpicks on doors" config toggle. `do_not_use_lockpicks_on_doors` in `config.xml
- The key configs for "animation speed up" and "animation speed down" are now no longer hidden and are stored in `config.xml`
- Your `animation_speed_multiplier` is now stored in config.xml (valid values integers [1,8])
- created `-skip-config` command line argument to reuse the last config settings / skip mod config and get straight into the game
- made it so that if you didnt supply `-x` and `-y` for `-testroom` that the game will deposit you into a valid floor space (if present)
- added error messages if `<room>` elements were self-closed (e.g., `<room ...stuff... />`) and then room tags were put in afterwards
- we now parse revision into a data structure for <dredmormod> (previously ignored)
- in -debug-flag mode, if a sfx is missing and attempted to play, you will get a ticker text message to that effect
- Player no longer gets Achievements in Debug/Test Mode
- If SDL detects no valid resolutions - raise a platform dialog with a message explaining what happened and possible solutions, and and exit gracefully
- Add social badge to main screen
- Add a toggle-able twitch social badge depending on if a website switch is on
- mods can now have a `mod/soundfx.xml` and add sounds to the global sound dictionary

```xml
<sounds>
    <sound name="beepboop" wave="sfx/beepboop.wav" />
  <sound name="nonono" wave="sfx/skidibi.wav" />
</sounds>
```
- add `.xsd` files for dredmor's xml into `./validation`. Nothing in the game proper _USES_ them right now, but they're there... (and external tools currently do)
- Improved performance by adding a background thread for saving local achievements
- We now display the currently loaded mods on the main menu screen
- added `-verbose-room-logging` and `-verbose-mod-logging` command-line options, in case you want to really get incredibly noisy logs
- Why do we have all these command line options that just hurt you?
- added `-verbose-manuever-logging` in case you want to get noisy logs for manuever templates
- STOP IT! STOP ADDING COMMAND LINE PARAMETERS
- added RC to the logged version lines
- changed -log to -no-log (meaning we opt out of logging now instead of opting in; logging by default is not verbose and only the most recent 5 logfiles will be stored)
  - of note `-no-log` will only work if it's the only command line parameter. If you're doing other things, we're gonna log!
- I TOLD YOU TO STOP ADDING NEW PARAMETERS
- You're not my real dad, Steve. And stop yelling
- YOU'RE VERY MATURE FOR A TEENAGER
- any folder or file in the mods folder ending in `.ignore` will... be ignored!
- Mod launcher now displays locally-downloaded Steam Workshop mods immediately on startup instead of waiting 5-10 seconds for Steam to enumerate subscriptions; Steam still runs enumeration/download in the background and transparently adds new subs, removes unsubs, and swaps in newer mod versions as they arrive.
- added `-log-levelgen` which enables excessive logging about when we create a level
- In `-publisher` mode, log any errors we present to the user to the gameplay log
- THAT DOES IT!
- *bang*
- *thud*
- Okay, that's THEM dealt with. Onwards to


STEAM, STEAM CLOUDS, GENERAL STEAMING:


- Steam builds will now update local achievements even if Steam was not initialized properly/is offline
- Steam Notifications Toaster will now pop up in the top right corner of the loading screen
- Steam Notifications Toaster will now show up in the bottom right corner of the main gameplay screen
- Steam Overlay now works in game (side effect of now using the SDL interop layer!)
- Fixed issue where the Steam Usage Badge would disappear if you deleted a savefile
- Fixed issue where the Steam Usage Badge would not update if your steam usage changed


OTHER STUFF THAT ISN'T BUGFIXES


- Added "Beyond the Veil" into the song rotation
- Changed Krong Blessing/Curse dialog to not have black text and to add some _padding_ so the text/icons arent up against the border of the box
- Improved Loadgame Book text layout
- changed "Just Quit" button on Permadeath runs to "Permadeath me" - principle of least surprise
- If you're in -testroom mode, alt-f4 will exit the game instead of forcing you through the menus
- -roomtest is now an alias for -testroom
- -zone lets you specify a Zone Tileset now (examples `-zone "Diggle Hell"` or `-zone "The Dungeon"`). The valid zone names are in `<Branch>` as the `name` parameter
  - (we're moving from `Branch` terminology to `Zone`)
- Added a new Achievement - "Look at me, I'm The Doctor Now" - thereby removing a feelbad brought to our attention by https://steamcommunity.com/sharedfiles/filedetails/?id=3241012469
- Added some random surprises to the new game process!
- Added SFX for when you use the Ingot Grinder
- Added SFX for when you use the n-Dimensional La the
- Added two SFX for when you disarm a trap
- Added "Bread" as a room noun
- log the command line arguments as a copy/pasteable string
- _Elder Ring_ and _Elder Ring of Runes_ now have distinct art
- Chests now make sounds when opened if they weren't locked
- Fixed the following encrusts so their effects actually trigger (bad xml - was using floats instead of 0-100 ints)
  - "Noneuclidian Translation" - now 10%
  - "Blood Groove" - now 25%
  - "Hive Weapon" - now 10%
- remove 'Sleeve' as an encrust slot type
- Instead of destroying Horse Armour or other Sleeves if you try to right-click equip them from inventory... DON'T destroy them
- If you Lutefiskify merchandise, Brax now demands to be paid and will become angry if he isn't
- Added new class of item - `macguffin` which is consumable, has a spell attached, and has an 'item class' override
  Example:

```xml
<item name="Voodoo Globe" iconFile="items/item_voodoo_globe.png" special="1">
    <price amount="1" />
    <description text="For when you wish to curse a world." />
  <macguffin spell="Voodoo Globe Curse" item_class_name="Abomination" />
</item>
```
- Added procedurally generated secret rooms with... surprises inside
- Added new items to the base game as rewards for the valiant beta testing team of v1.1.5
- Changed the art of levers that are attached to Uberchests (Original Gaslamp-era art that was never used)
- Mysterious Portals now have blue diamond minimap icons
- The first song of a playing session (if not forced to be a shop or something) will be Spelunk (It's iconic!)
- The Coat of Bergstrom now has a 75% chance to convert a broken lockpick into a Burnt-Out Wand (since there's only a 10% chance to break, this means everytime you use a lockpick with the coat on you have a 7.5% chance to get a Burnt-Out Wand)

- Caltrops have unique sound effects for when you pick them up (Catrops Eruptors still use the main sfx)
- added `consumable='0'` as a valid `MacGuffin` option. Defaults to 1 if not provided.
  E.g., `<macguffin spell="Voodoo Globe Curse" item_class_name="Abomination" consumable="1" />`
- secret rooms no longer can have stairs spawned into them
- `<loot>` tags can now reference macguffins. `amount`will be ignored, and will alywas be 1.
  E.g., `<loot type="macguffin" subtype="Voodoo Globe" />`
- Added "corrupt save" detection
- Added logging to hunt down the "Manny Wand Bug"
- Added a minor version letter so we can do 1.1.5a, 1.1.5b, etc. for patches
- reinstated "fun titles" for dead adventurers instead of "the Adventurer" on your tombstone because someone asked to put it back
- added two more new songs
- added new stats to collect for future achievements and/or in-game metaprogression experiences:
    * [x] STAT_MYSTERIOUS_PORTALS_VISITED
    * [x] STAT_MYSTERIOUS_PORTALS_CONQUERED
    * [x] STAT_MYSTERIOUS_PORTALS_STRAIGHT_UP_MURDERED_WITHIN
    * [x] STAT_WIZARDLANDS_VISITED
    * [x] STAT_WIZARDLANDS_CONQUERED
    * [x] STAT_MONSTERS_CHARMED
    * [x] STAT_QUESTS_GRANTED
    * [x] STAT_QUESTS_COMPLETED
    * [x] STAT_ARTIFACTS_SENT_TO_MUSEUM
    * [x] STAT_UBERMOBS_SLAIN
    * [x] STAT_ITEMS_BOUGHT
    * [x] STAT_ITEMS_SOLD
    * [x] STAT_ITEMS_STOLEN
    * [x] STAT_LUTEFISK_ARTIFACTS_GAINED
    * [x] STAT_BLOODY_REWARDS_GAINED
    * [x] STAT_STEAKS_GRILLED
    * [x] STAT_STEAKS_EATEN
    * [x] STAT_CHESTS_OPENED
    * [x] STAT_CHESTS_SMASHED
    * [x] STAT_DOORS_OPENED
    * [x] STAT_DOORS_SMASHED
    * [x] STAT_CHESTS_OPENED_EVIL
    * [x] STAT_CHESTS_OPENED_EVIL_ARTIFACT
    * [x] STAT_CHESTS_OPENED_EVIL_MONSTER
    * [x] STAT_CHESTS_OPENED_UBER
    * [x] STAT_SWITCHES_PULLED
    * [x] STAT_FLOORS_DELVED
    * [x] STAT_PANTS_TRIED_ON
    * [x] STAT_CROWNSTARS_GAINED
    * [x] STAT_CROWNSTARS_LUTEFISKIFIED
    * [x] STAT_GAMES_STARTED
    * [x] STAT_MELEE_ATTACKS
    * [x] STAT_SKILLS_USED
    * [x] STAT_DEATHS_FROM_ZOO_MONSTERS
    * [x] STAT_ARROWS_FIRED
    * [x] STAT_THROWN_WEAPONS_THROWN
    * [x] STAT_MAX_BUFFS_ACTIVE
    * [x] STAT_POTIONS_DRANK
    * [x] STAT_BOOZE_DRANK
    * [x] STAT_SUMMONS_SUMMONED
    * [x] STAT_LOCKPICKS_BROKEN
    * [x] STAT_SCRAP_SMELTED
    * [x] STAT_MUSHROOMS_TRANSMUTED
    * [x] STAT_MUSHROOMS_GROWN
    * [x] STAT_MUSHROOMS_EATEN
    * [x] STAT_MEAT_GROUND
    * [x] STAT_CHEESE_SHREDDED
    * [x] STAT_DAMAGE_DEALT
    * [x] STAT_DAMAGE_RECIEVED
    * [x] STAT_ITEMS_STOLEN_FROM
    * [x] STAT_POTS_SMASHED
    * [x] STAT_WANDS_ZAPPED
    * [x] STAT_STEPS_TAKEN
    * [x] STAT_TICKS_TOCKED
    * [x] STAT_WIZARDLANDS_DIED_IN
    * [x] STAT_FOOD_ATE


BUGFIXES INVOLVING OMELETTES:


- FIXED: eating a `Cheesy Omelette` now counts towards your `Monsters With Omelettes` achievement
- FIXED: updated cheesy omelette art to use `food_cheesy_omelette.png`, which always existed but wasn't set right in the xml (likely a copy-paste oversight from 2011)


BUGFIXES NOT INVOLVING OMELETTES, BUT INVOLVING MODS:


- FIXED: the game will no longer crash if a mod references an enemy from an expansion pack you don't own. It will instead insert... a Diggle.
- FIXED: calling `-roomtest` with an invalid name will now give you an error message before exiting instead of crashing
- FIXED: If you try to go to the mod launcher in a steam build and you're not logged in to steam, you get an error dialog instead of crashing
- FIXED: Improved error messaging in the steam mod publisher
- FIXED: If a mod's rooms are improperly formatted, we now force the room to be valid (this caused intermittent crashing)


BUGFIXES NOT INVOLVING OMELETTES OR MODS:


- There is now a badge on your load menu (in steam builds) that shows you your steam cloud utilization: both filesize and file count (steam has limits on both per user per game)
  - if you're over 90% full on either category, there'll be a warning message to maybe delete some old savefiles, lest corruption happen
- added a link to your local mods directory in the mod launcher
  - (if your local mods directory didn't exist, it'll be created)
  - if your local mods directory didn't have a `README.md` in it explaining how to use local mods, one will be created
- if there are invalid mods in your local mods directory, a system dialog will come up explaining that when you open the mod launcher, and a `malformed_mods.txt` listing all of the offending mods will be created in your local mods directory
  - (this file is deleted when you close the modlauncher)
- Added a "local" or "steam" badge in the top-right of every mod's name field, so you can keep them straight
- You will now level up if you have exactly the amount of XP needed for the next level. Previously if you had 125 XP and needed 125 XP, the level-up wouldnt fire until you were at 126.
- FIXED: the _INFAMOUS_ missing "You Used All The Glue On Purpose" achievement - Steam now knows when you've repaired a wand
- FIXED: Likewise Steam now increments:
  - Victories
  - Victories (in permadeath mode)
  - Deaths
  - Lutefisk Sacrificed
  - Lutefisk Created


- FIXED: Achievements that count (like the above) now get added to your local achievements even when you're in steam mode
- FIXED: if you gained a local achievement before the file was loaded (like "Suddenly The Dungeon Collapses") - all your local achievements get zeroed out- FIXED: if you don't have Realm of the Diggle Gods, the checkmark - hovering in empty space - will not appear by default
- FIXED: we now limit the number of glints drawn per square to 16. Users reported massive slowdown in their pocket dimension. Hoarders.
- FIXED: you now cannot encrust thrown weapons
- FIXED: you now cannot use thrown weapons or arrows on Anvils of Krong
- FIXED: you now cannot sneak items out of Brax's shops via your encrusting menu slot
- FIXED: we now read your local achievement data correctly


They are stored in config.xml in the following tags:


- `current_difficulty_choice`
- `current_permadeath_choice`
- `current_no_time_to_grind_choice`
- `current_diggle_gods_choice`


- FIXED: Made a fix that taught monsters that doors are - in fact - obstructions when they tried to pathfind towards a hero they knew about. This would cause massive lag as they would keep assuming the door was pathable, try to move, find out it was in fact NOT, and then loop until the full retry count (10000) was met. Per monster.
- FIXED: suppress room discovery ticker text upon newgame (so the first thing you see is "Welcome to Dungeons of Dredmor!")
- FIXED: various Win7 issues resolved by updating physfs.dll to HEAD
- FIXED: "View in workshop" in Mod Publisher
- FIXED: Mod Publisher so Yea and Nay arent stacked
- FIXED: `ESC` now exits modal dialogs that ignored it previously:
  - LutefiskRewardDialog
  - ZooRewardDialog
  - TheftDialog
  - KrongDialog
  - SpawnKrongDialog
  - LevelUpDialog
  - ShopDialog
  - WizardKeyDialog


- FIXED: the bug where sometimes dead monsters would report 1 HP
- FIXED: the bug where when this happened, and you loaded a new level, the dead monster would go through a single idle animation cycle and freeze on the last frame
- FIXED: Exclude Secret Rooms as valid locations to place Lost Wizard Keys
- FIXED: a crash if the level tried to render edges outside the bounds of the map
- FIXED: Wall mounted traps will no longer spawn on breakable walls
- FIXED: all objects attacted to a breakable wall will be destroyed if it's broken
- FIXED: You can now no longer level up after dying
- FIXED: In rare instances where your starting character has weapons in the initial loadout but the only weapons are thrown or arrows, they will no longer force-equip to your hands
- FIXED: loadouts with amounts of equippable weapons > 1 will no longer make an illegal stack
- FIXED: actually spawn the Shield of Yuki
- FIXED: Glacial Burst Trap now works
- FIXED: Brax will now notice if you try to pick up a stackable item you have a stack of already, force you to drop it, and will become angry if you repeat this behavior
- FIXED: We no longer save out to hiscores.txt if debugFlag/testRoom is set
- FIXED: Fixed Manuever "22" in `game/manTemplateDB.xml`
- FIXED: A typo in "I'm Not Left Handed"'s description
- FIXED: some broken room decor (it was a bad `!` in front of a guard that should not have been there -\_-)
- FIXED: crash where downward staircases would spawn on DL10 (the final base game level) when RotDG DLC was disabled, causing the game to crash when descending them. Root cause: the "unset" DLC flag (-1) was treated as truthy, making the game think there were 15 levels instead of 10.
- FIXED: a spurious "SoundFX not found: ''" ticker message when using Liechtenauer's Switcheroo (or any other `attack="1"` adjacent ability) on a tile with no enemy. `Player::FakeAttack` was passing an empty `breakSFX` string to `PlaySoundFX`; it now skips the call when the string is empty, matching the pattern used elsewhere.


THESE ARE ALL THE CHANGES YOU CAN HANDLE AT THIS TIME