v0.23.0
March 4, 2026
Traps, Keys, and Dungeon Lore
This update is all about making dungeons feel dangerous and alive. Until now, dungeon floors were mostly about fighting enemies and opening chests. Starting today, the dungeon itself is trying to kill you.
Traps with real depth
We didn't want traps to be simple "step here, take damage" tiles. Every trap in Echo Quest runs through a full mitigation chain inspired by tabletop RPGs:
- Dodge check — Your evasion stat plus a class bonus determines if you leap out of the way entirely. Rogues and Rangers excel here.
- Armor reduction — If you don't dodge, your defense (physical or magical, depending on the trap type) reduces the incoming damage using the same formula as combat.
- Saving throw — One last chance: a class-based save roll can halve the remaining damage. Clerics and Warriors have the strongest saves.
- Status effects — Some traps don't just hurt. Poison traps inflict damage over time, ice traps slow you down, and lightning traps can stun you briefly.
There are seven trap variants — spikes, fire, poison, darts, ice, lightning, and pressure plates — and the deeper you go, the nastier the mix gets. Floor 1 might just have basic spikes. By floor 4 you're dodging hidden lightning runes.
Disarming
See a trap? Click it to try disarming it. Your class matters: a Rogue has a 50% base disarm bonus, while a Warrior sits at 10%. Level scaling pushes those odds higher over time. Succeed and you earn XP. Fail and… well, the trap triggers on you. Choose wisely.
Hidden traps & trapped doors
Some traps are invisible until your character gets close enough to detect them. Detection uses the same class bonuses as disarming — Rogues spot them first. On deeper floors, 20% of traps start hidden.
Doors can now be trapped too. Click a trapped door and you'll see a choice: try to disarm the trap first, or just force it open and eat the damage. Key-locked doors add another layer — find the key in a nearby chest before you can open them at all.
Flavor text
As you explore, you'll start seeing styled text panels appear with bits of lore, hints, and atmosphere. These are flavor text zones — hand-placed areas on the map that tell you something about where you are. An ancient library might describe the crumbling bookshelves. A dungeon entrance might warn you about what's below.
The text is stored in a reusable library so we can share the same descriptions across multiple maps. Each entry has its own color, icon, and display duration. This is a building block for richer storytelling as the world grows.
Desktop app & Steam
Behind the scenes, this release also includes the foundation for a standalone desktop app via Electron, with Steam integration for achievements, cloud saves, and rich presence. Single-player mode got local save protection and offline adaptations. This isn't player-visible yet, but it's the groundwork for our Steam launch.
Performance
Off-screen characters now pause their animations, and mobile devices get reduced particle counts for weather and combat effects. Small changes, but they add up — especially on longer play sessions.
Read the full devlog on EchoForge Studios →
— Bruno