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Release Notes for Day of the Shell

v1.1.11

Hello everyone! Here's the patchnote for the latest update :
 

 

Thanks!


DotS_v1.1.10_Full_GOG_Main_Release (2025-09-24)

Hi everyone!

Since Day of the Shell came out in July, we’ve received a lot of feedback about the game’s content, balancing, and overall gameplay. We’ve listened closely, and for the past month we’ve been hard at work on a game update.

So here we are, back with three new weapons, elite enemies, extra levels, achievements - and let’s not forget a complete rework of gamepad & keyboard controls, as well as some balancing, bugfixes, and QoL features.

We really hope you enjoy playing this update as much as we enjoyed making it!

Here’s the full list of changes:

Game update v1.1 - New weapons & elite enemies

New Weapons

Three new weapons can now be unlocked by defeating bosses : the throwing knife, the hunting rifle, and the sword. Each one adds a unique feature to the game, and requires you to dramatically change your playstyle.

Throwing Knife

Hunting Rifle

Sword

New feature : Weapon-specific run exceptions

To balance these new gameplays, we have added specific rules to the power drops & enemy behaviors when playing with some of the weapons:

Sword

Hunting Rifle

Levels & enemies

From extra maps and elite enemies to boss balancing and run structure, here are all the changes we’ve made to the game’s levels.

New content

Run Structure

We’re altering the rhythm of the run, in order to slightly reduce how many powers you have at once. This will make power choices more impactful, and help each run feel meaningfully different from the last.

Level design

Enemy Balancing

The first boss fight turned out to be more difficult than we expected for most people, so we’re making it a smudge easier. The High Cultist and Cronk, on the other hand, have been reworked to be harder to beat, but more rewarding if you manage your positioning just right.

Crowlf Admiral (World 1 boss)

Health 100 -> 80 Base precision (rifle) 100% -> 95%

High Cultist (World 2 boss)

Health 45 -> 75 Now has a secondary attack

Cronk (World 2 boss)

Mad King (World 3 boss)

Other enemies

Gold Economy

We’re reducing the randomness in how many coins are awarded (and can be spent), to prevent situations where you either can’t buy anything in a shop, or you’re able to clear it easily

To this end, we made the RNG of enemy drops and power rarities more predictable: they’re still random, but their repartition is now much closer to the expected value. Gold rewards are also smaller but more frequent, and smuggler items’ prices are more consistent.

Enemy gold drops

Smuggler’s shop

Balancing & power changes

Play-again feathers

Lightning bolts

Lightning bolts are one of the most popular playstyles in the game, but unfortunately they’re also slightly too weak. These changes will help them scale better in higher levels and calamity mode.

Upgrades

Some effects (like precision and crit chance) had unwanted consequences when their value was too high, so we’re unifying their upgraded values to a common, lower, bonus. (This also affects their rare and epic versions)

Other buffs

Other nerfs

Even after being nerfed, high focus and jackpot were both still too easy to use for the value they provided. And the mobility allowed by strider boots and lightning fast was also a little bit too high to our taste.

Reworks

Ring of rampage has been kind of a headache to balance since the game’s release, so we’ve decided to go hard on it and cut its effect in 4. This allowed us to revert all of the previous nerfs we applied to it, such as making it rare by default, or not triggering on bone piles. Hopefully this will allow it to find a more balanced place among the other powers.

Inner fire also received a little twist that should make it more exciting to play, by rewarding careful (or not so careful) risk management. It’s now also able to get some extra value out of the revolver’s additional health.

Powers RNG

Fixes

Achievements

We felt that the game didn’t have enough achievements, and a lot of people were asking for more. So we’re adding a bunch of them.

New achievements

Fixes

Keyboard/Gamepad Controls

We’re aware that gamepad controls have been a major pain point for most console and steamdeck players until now. That’s why we’ve decided to invest some time and effort into improving Day of the Shell’s input management, and provide the best experience on all platforms.

Controls rework

Fixes

Other Changes

Save exploits

Turns out a bunch of save exploits could be used to cheat at the game, but we’ve fixed them all now. Probably.

Movement

Combat

Visuals & SFX

User Interface

Text

Thank you once again for your support, and congrats on reading this far. Feel free to give the update a try, and have fun!