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Steam News · Oct 14
A lot of your feedback has been about the English writing, and I agree that it needed more work. English isn't my first language. I wanted to capture the prose of old tabletop adventure modules, but some of the wording came out awkward or harder to follow than I intended. I've spent the past month going back through the English text. Version 1.7.5 includes revisions to the descriptions and explana...
Steam News · Oct 5
A new workshop for the smithI've given the forge an animated pixel-art workshop. The furnace burns while the smith waits, the hammer gets to work during an attempt, and the result appears over the scene. The reel has matching artwork for ordinary upgrades, doubles, the golden hammer and failed attempts. I wanted this little corner of the game to feel warmer. The upgrade prices and chances are unch...
Steam News · Sep 30
Choose your next ending ahead of timeSeveral of you asked for a way to reach a different ending without watching for the final choice after days of adventuring. In 1.7.3, you can set a Planned ending before enrolment or in Story. Pick a specific ending, or choose Undiscovered to target an available ending you haven't completed. The plan works online and offline, even with ordinary story Auto turne...
Steam News · Sep 25
Hey everyone! I'm working on Dragon's Tear, a first-person idle dungeon crawler with a party of three. If you like tinkering with builds in Lowmoor, this might be your thing too.Your three heroes fight automatically with the skills and gear you pick.The monsters you beat can drop Tears. Equip one and your hero gets to use that monster's power in automatic battles. Find more copies of the same Tear...
Steam News · Sep 25
· Added a "..." button to the effects bar. It opens a scrollable list of all active boons, debuffs and weather, with remaining time and descriptions available by mouse, touch or keyboard. · Added a one-time invitation to wishlist Dragon's Tear on Steam.
Steam News · Sep 22
Interface · Fixed Auto-assign focus branch names and the default route summary to match the skill tree with Simplicity on or off. · Clarified base and temporary crit ranges in tooltips and statistics, and made Mark the Weak Spot combat messages use the fight's recorded values. Class techniques and talents · Fighter and Barbarian Power beyond their protection and speed limits now adds damage to the...
Steam News · Sep 21
Revised Japanese descriptions, dialogue and recurring messages. Corrected misleading mechanical explanations and inconsistent names, and repaired sentences assembled from translated parts.
Steam News · Sep 21
Version 1.7.2a, 21 September 2026 Yeah i have to use letters in version now! Interface · Fixed panel headings overlapping progress bars after rearranging panels. · Kept Steam window rendering active while paused to prevent mouse movement from becoming choppy. Save window · Disabled manual resizing of the save-code field to keep it within the dialog. Rests · Mending can now prevent early camps, emp...
Steam News · Sep 15
Combat timing · All three modules now show combat results at the end of each round. Enemies defeated in one round reach 0 HP when the hunt finishes. Fight durations and rewards stay the same. · HP and MP changes follow the completed rounds online and offline. Fights already in progress keep their saved timing until they finish. Vale prestige · Vale retirement now pays prestige after completing Cha...
Steam News · Sep 14
Lowmoor speaks five new languages!I'm so excited to share this one! Version 1.7.1 adds Polish, Simplified Chinese, German, Brazilian Portuguese and Japanese alongside English. Choose your language when you first launch the game, or change it in Options > Interface > Language. A HUGE thank you to the community! gomeon, Kellerlicht, lantern404 and valen_crt: thank you for your work on these translat...
Steam News · Sep 11
I've added Lowmoor's third adventure in 1.7.0: The Last Anchorage. You follow a missing Guild expedition through an occupied archipelago and bring its convoy home. The campaign has a prologue and six chapters, with two endings and coastal patrols afterward. A voyage for veteransUnlock Module III by completing the Maw and recording 200 hours of adventuring, or by reaching any Vale ending. Recorded ...
Steam News · Sep 9
I've added more control over Lowmoor's layout in 1.6.9, reorganized Options, and fixed several cases where automatic upgrades or saved preferences were being missed. Arrange the game around your logOpen Options, choose Interface, then Edit layout. You can move panels between columns, change their order, and put the version, calendar and notices at the top or beside the log. Progress bars move with...
Steam News · Sep 5
Story stays open while you answer, and Master Pell sells the low-level gear that stopped dropping at your depth. New · Answering a choice no longer closes Story. The card opens on top of the book, so the next letter is one click away. · A new box hands the choices on the road to the Guild, which always takes the first option. Both story boxes sit on the Build board too. · Master Pell sells gear no...
Steam News · Sep 4
Lowmoor plays itself, so the few places where it asks you something have to be worth the ask. This release adds two of them and puts more gold in your purse on the way down. Rank choices arrive with their auto box already ticked, so a hands-off run keeps playing itself; Story has a box of its own and it starts off, because the choices in that window decide how your run ends. Ranks 5, 11, 20 and 30...
Steam News · Sep 1
And here we are at 1.6.6. It is closer to 1.7.0 now than to 1.6.0. Today's notes are all about showing you your own numbers clearly, because until now they were scattered all over the game and there was no simple way to check them. At the end I also lay out where Lowmoor goes next, especially 1.7.0, and I finally talk about another project I have been building for a while. Every figure on your she...
Steam News · Aug 29
Someone on Discord asked what a keeper was. Someone else asked about footing. By the end of the night you had written your own glossary in a thread, and honestly, that thread was a bug report about my writing. If a word the game leans on is explained nowhere you can reach it, that line failed. So I wrote a proper glossary. It is in the Help menu. If something is still hard to undertand let me know...
Steam News · Aug 27
The deep has kept a sky of its own for a long time: cold rain on the rim, still air in the workings, black water rising through the drowned temple. Sixteen skies turned over the descent and exactly one of them did anything, the red moon. The other fifteen wrote three lines into the log and left, and a player who watched one come and go for an hour could not have said which one they were under. A l...
Steam News · Aug 25
This is kind of an emergency patch. Some of you paired the Forgotten Stairs with the Wood Elf passive (5% chance for a stair) and a few other passives in module 2, and managed to finish in under ten minutes, with a record of three. Turns out the Forgotten Stairs at that frequency were pretty overpowered. I would have caught it sooner, but nobody liked the Forgotten Stairs back in 1.6.0 to 1.6.1 :C...
Steam News · Aug 25
Everything runs twice as fast as it did in v1.6.0. Over the same twelve hours from the same starting Roll, a mid Fighter now reaches floor 13.8 where v1.6.1 only reached 7.7, and rests that were charging you whole minutes now charge you seconds. What went wrongYou told me the descent crawled after v1.6.0 and that gold had collapsed, so I wrote a probe and ran v1.5.2, v1.6.1 and this build over the...
Steam News · Aug 22
- The Infirmary's stay is capped at two and a half minutes, was ten, and a camp is made below half your hit points, was a quarter. - The Armoury can show only the kit you are wearing, and can find a pattern by name. - Works endowed in full stand below the works still asking, at the Guildhouse. - Options groups fold away on a click of the group's name, and the sheet of first answers is named the Ex...