The Convergence Update


Patch Notes: V 0.6.0 — The Convergence Update

Join the Community

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CryptFall now has an official Discord! Come share your runs, report bugs, suggest features, and chat with other players and the dev: https://discord.gg/amsFeUDStV

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Local Couch Co-Op

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Grab a second controller (or split the keyboard) and dive in together. Two players share one screen with a camera that dynamically zooms out as you spread apart and returns to normal framing when you're close together.

Progression is fully independent per player — class, weapon loadout, upgrades, level, abilities, and relics are all tracked separately, not shared.

Character select is a two-step flow in co-op: Player 1 picks first, then Player 2. Each player gets their own HUD, weapon hotbar, and loadout panel, and casts their own light and shadows instead of sharing one averaged light source.

Enemies and bosses target whichever player is nearest; hazards, pickups, doors, and shops respond to whichever player triggers them. Reaching the stairs with either player advances the whole party, and a run only ends once every player is down.

Split-keyboard Player 2 auto-aims at the nearest enemy (no second mouse to aim with), and has full rebinding support in Settings → Controls, including movement, shoot, dash, melee, weapon swap, abilities, loadout, and map toggle.

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New Weapons: Bow & Staff

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Two new weapons alongside Pistol, Rifle, and Shotgun. The Bow lobs a shot that flies clean over enemies, landing at range (or on the nearest wall, whichever comes first) to deal splash damage — a way to hit a cluster or a hazard-guarded target instead of needing a clean line on one enemy.

The Staff fires a continuous beam instead of discrete shots, damaging everything it touches for as long as Shoot is held. It's capped at 2.5 seconds of continuous fire before it cuts out and has to be released and re-triggered, so it can't just be held down forever. The beam casts light along its entire length rather than just a small glow at its center, so it reads as a genuine light source down a dark corridor.

Both weapons drop from elite kills and slot into the existing hotbar, pickup, and weapon-swap systems.

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Weapon-Specific Upgrades

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Every weapon now has at least two upgrades of its own, offered on the level-up screen only while that weapon is equipped. Pistol gets Akimbo (an extra shot per trigger pull) and Rapid Trigger (-15% cooldown). Rifle gets Match Grade Ammo (+25% bullet velocity and range) alongside its existing Sniper Round. Shotgun gets Choke Modification (-30% pellet spread) alongside its existing Extra Pellets. Bow gets Fletched Volley (an extra arrow per shot) and Broadhead Tips (+50% splash radius).

Staff gets Split Beam, which fires up to three simultaneous beams in a spread instead of one — each independently damaging and casting light along its own path — plus Focusing Coils (+40% beam duration before overheat).

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Second Boss: Stone Sentinel

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The first step toward a signature boss per biome. Stone Sentinel now takes over the boss floor every time a run cycles back through zone 2 (Terracotta Ruins — floor 10, 50, 90, …), while every other zone still faces the Dungeon Lord.

It plays differently, not just a reskin: slower and heavier, with a smaller aimed volley instead of full bullet rings, and a phase-2 rotating four-point sweep that adds orthogonal pressure alongside the aim. An enrage attack fires a 10-bolt "boulder ring" burst.

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Relic Synergies

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Certain relic pairs now unlock a bonus effect the instant you're holding both, on top of each relic's own individual stats. Bloodforge (Vampire Ring + Crystal Heart) doubles passive regen. Deadeye (Lethal Arrows + Assassin's Mark) adds crit chance. Juggernaut (Iron Boots + Crystal Heart) reduces incoming damage further. Reaper (Vampire Ring + Lethal Arrows) makes kills heal more and build lethal charges.

A banner announces the synergy by name the moment it activates, alongside a distinct sound cue.

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Opt-In Difficulty Modifiers

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A new Challenge Modifiers screen appears after character select, before every fresh run. Pick any combination of five dials — Brutal Scaling, Elite Frenzy, Swarm, Ironclad Foes, Trigger Happy — to make the run harder from floor 1, entirely optional and skippable for the exact same experience as before.

Each active dial adds to a combined score and gold multiplier, shown live while picking and again in the run HUD, game over, and victory screens. Chosen dials are locked in for the whole run and persist through Continue.

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Biome Zones

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Floors now group into 5-floor zones, each a single biome capped by its own boss floor, with a banner announcing the new biome each time a zone begins. Once all 8 biomes have had a zone, the loop starts back over from the first biome and keeps climbing rather than ending.

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Floor Modifiers

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Floors now have a chance to roll a modifier that shakes up the rules for that stretch — Cursed, Blessed, Horde, Frenzied, Wealthy, Elite Surge, or Fragile — shown in the HUD for as long as it's active. Most floors still roll nothing; it's meant to be a notable event, not a constant.

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Seeded Runs

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Type a custom seed on the main menu to replay a specific dungeon layout, or share it with a friend to compare runs on the exact same floors. The active seed also shows on the pause screen and end-of-run screens.

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