Dungeon World Patch Notes — December 18, 2025
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
This will be the last changelog for quite a while. While there might be patches for specific issues, all main content for Dungeon World is now complete.
What's New
Guest System
If you manage to save a world, you can now invite heroes from other save files to live in your lands and help you restore them. This is done through the rainbow that appears after defeating the being that shaped the world; remember you’ll need magic feathers to bring them over and name them in your kingdom.
Once summoned, these heroes will offer unique deals based on their traits and the milestones they achieved in their respective worlds. Guests will also reflect the current state of their own games: allies, aging, or lost/deleted worlds.
New Libraries
The beings, history, and seasons sections have been expanded with the latest additions, making a total of 30 libraries.
Signboards
Random signs will now appear in the world. These will have notes about nearby points of interest, though you can always rewrite them!
Technical Details
Improved Configuration
You can now change the control scheme shown across all interfaces (keyboard, gamepad, or numpad), as well as adjust music and sound effects volume.
These preferences, along with your last hero selection in the Hub, are now saved between sessions.
Known and Fixed Bugs
- Fixed an issue that prevented correct interaction with shooting stars.
- A known issue is that, occasionally, the Big Picture mode virtual keyboard can disrupt player controls. It is recommended to enter text slowly; if it locks up, switch between windows to force an interface reset.
Final Version
Thank you so much for supporting my first Steam game. As the sole developer of this project, I’ve learned a lot throughout the process. I have many reflections on what went well and what didn't; while I am generally proud of the game, there are areas like promotion and technical polish that I will avoid handling alone in the future. Instead, I’ll focus on what I did best with Dungeon World: world design, progression systems, and emergent behaviors.
Regarding the future of Dungeon World, I plan to take a break, though I will stay alert for any necessary patches. I still have ideas for this little simulator (editing, online, game modes), but these are things I'm simply interested in implementing and are not fundamental to the game's core design.
This marks the end of main development for Dungeon World. I hope you enjoy the world and its systems, and please overlook any small flaws due to my inexperience. See you in the next project!
