
Exit Interview: Roguelike RPG
Turn-based pixel dungeon RPG
About
What's New in Exit Interview
1.5.1
August 7, 2026
v1.5.1 — The Onboarding Memo HR reviewed the exit interviews of everyone who quit quitting in the first 20 minutes. Action items below. • GENTLER FLOOR MANAGERS — the first bosses no longer treat new hires like quarterly targets. Early bosses are tuned for the level you'll actually be; from floor 7 up, business as usual. • SEVERANCE PACKAGE — death finally pays out. Your deepest floor permanently upgrades the pre-run lost-and-found: more offers, better gear. No stat grind — every run still starts equal. • YOU START ARMED — your starting weapon now begins equipped. We found out some of you were punching skeletons. Respect. • READABLE TEXT — a proper reading font for descriptions, logs, and menus (the pixel font keeps the headlines), bigger minimum sizes, brighter colors, and a Large Text setting that now works everywhere. • KNOW YOUR ENEMY — long-press anything: real stats and traits, not just flavor. Inventory shows green/red arrows vs your equipped gear. Burning finally has a status icon — and standing in water puts you out. • SAFER FEET — stepping on a trap you can see now asks twice. Auto-walk stops when something really hurts. • FEEL — crits look like crits, pickups sparkle, heavy hits rumble the screen (lightly — we're professionals), and there's a volume slider. • Plus: tips that stay until you dismiss them, taps that don't get eaten by jittery thumbs, a skippable intro, and the graveyard on the title screen.
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