Please roll back the difficulty hikes
Thanks for fixing the UI bug, but I’ve noticed that the latest build has seriously amped up some annoying things which were probably meant to increase difficulty, but just frustrate me as a person with ADHD. The enemy curse items spell apparently has been buffed to pass MR/MC and is used more often, resulting in lots of trips back to the temple. This kind of annoyance is supposed to be reserved for the endgame when the WoY is annoying you, now it’s the whole game and that’s not fair. More treasure chests are trapped, and trapped chests are a pain because you have to doff your rings, hide your wands, stash your flammable items and potions and etc. just to open the chest safely. Having to do this for every single locked chest in the entire dungeon (not just Gehennom/castle/maze) is also frustrating. There should also be guaranteed instances of each type of service in the main dungeon because if you roll the orc town, you may not have ready access to them until you get to the castle and Orcus Town. Some stuff like the temples are essential, and I had to quit a game once I got the Candelabrum because there were no candles left thanks to the orc town putting Izchak out of business.
Show more
Response from developer
The fix is on the way, and is currently waiting for Apple’s store review, so hopefully it gets to the store as soon as possible. UPDATE: The fix is out now.
NetHack for people who don’t hate themselves.
*hit send*
Fix UI bug in Build 140
Build 140 introduces a bug which causes the touch to travel interface, and any other action which requires touching the map, to stop working when you change floors unless you close and reload the app. I do not know what triggers the bug but it persists across sessions and phone reboots. Once it happens, it affects all saved games.
Show more
Response from developer
The fix is on the way, and is currently waiting for Apple’s store review, so hopefully it gets to the store as soon as possible. UPDATE: The fix is out now.
A True Roguelike That Teaches You as You Play
This game hooked me in a way I didn’t expect. My very first run started with my pet dying early, and it genuinely felt like the game was impossible to continue. But that’s exactly where this roguelike shines — it rewards you for not giving up. If you slow down, avoid rash decisions, and actually learn how the systems work, the game opens up in amazing ways.
Experimenting with potions, testing items, checking curse status at temples, figuring out how pets behave, learning when to take risks and when to hold back — all of it matters. The depth is real, and every run teaches you something new. And that's just playing as Valtari Dwarf. There's so many other classes styles of play. It's the kind of game you could play indefinitely just differently every time.
What impressed me most is how well all this complexity works on mobile. The controls are intuitive, the UI is clean, and nothing feels watered down. It’s a true roguelike with real consequences, real discovery, and real satisfaction when things finally click.
Experimenting with potions, testing items, checking curse status at temples, figuring out how pets behave, learning when to take risks and when to hold back — all of it matters. The depth is real, and every run teaches you something new. And that's just playing as Valtari Dwarf. There's so many other classes styles of play. It's the kind of game you could play indefinitely just differently every time.
What impressed me most is how well all this complexity works on mobile. The controls are intuitive, the UI is clean, and nothing feels watered down. It’s a true roguelike with real consequences, real discovery, and real satisfaction when things finally click.
Show more
Discord!!!
I've searched everywhere but I can't find any link to the player community. Do you have Discord or something like that?




