Depth Spelunking Patch Notes — v0.7.0a Recode & 0.7.0b
Depth Spelunking patch notes for the July 2026 Recode and October 0.7.0b balance pass—grouped by what players care about, with dates and sources.
FAQ
What is the latest official Depth Spelunking patch on this page?
When did the Depth Spelunking Recode release?
Does this patch notes page include Discord-only hotfixes?
Where is the primary source for these Depth Spelunking patch notes?
Did Hard Mode ship in the Recode?
Returning after months away—or piecing together YouTube from pre-Recode runs—starts with one question: what actually changed? These Depth Spelunking patch notes group v0.7.0a (The Recode, 26 Jul 2026) and v0.7.0b (Post-Recode Balance, 9 Oct 2026) by the systems you feel on a normal expedition, not by the forum’s bullet order.
What shipped in v0.7.0a (The Recode)?
Think of 0.7.0a as a new ruleset. Combat, progression, and lobby flow all moved at once.
| Player-facing area | Date | What changed (summary) |
|---|---|---|
| Death & recovery | 26 Jul 2026 | Entities usually deal damage instead of instant kills; traumas add long debuffs. Up to two paid revives per run (50 then 80 Robux) or free meta currency options. See /guides/how-to-revive/ and /guides/traumas-explained/. |
| Post-mortem | 26 Jul 2026 | Dead players may stay as ghosts with limited help/hindrance powers. |
| Hard Mode | 26 Jul 2026 | Separate challenge mode—details in /guides/hard-mode-guide/. |
| Elevator | 26 Jul 2026 | New elevator with closable doors to block entities. |
| Lobby | 26 Jul 2026 | Cross-server lobbies and join-by-code custom lobbies. |
| Movement & detection | 26 Jul 2026 | Walk 16→17, run 23→27; crouch, sprint, flashlight, and high fear now shift priority (entity attention). /guides/priority-and-fear/. |
| Floors & bosses | 26 Jul 2026 | No bosses before floor 20; 7%/floor from floor 60+; 10%/floor from floor 100+. |
| Items & spawns | 26 Jul 2026 | Per-player floor item copies (drops/vending excepted); fewer spawns when more players are alive. Starter spoilers in log: Sword of Damocles, Purity. |
| Accessibility | 26 Jul 2026 | Optional visual indicators for entity footsteps and chase starts. |
| Armor | 26 Jul 2026 | Diminishing returns past ±75%; hard cap ±90%. |
Major entity reworks (Envy, Echovore, Channel, Mannequins behavior in 0.7.0a, etc.) landed here—entity pages such as /entities/echovore/ and /entities/envy/ focus on how to survive them today.


What did v0.7.0b change on 9 October 2026?
0.7.0b is a balance and polish pass on top of the Recode—less a second reboot, more tuning what hurt or felt undertuned.
Maps and modes
- New maps: Toy Factory and Desert Ruins (community maps).
- Hard Mode: Eris is more common and can appear from floor 2; Shrines of Soul can spawn on regular floors; tasks are harder.
- Daily / scored runs: Shrine revives no longer disqualify leaderboard runs and badges below floor 100 (a common pain point after 0.7.0a).

Entity and event tuning you will notice
| Topic | 0.7.0b change (official log) |
|---|---|
| Mannequins | No longer hear players; sight range 80→100 studs. Treat fights as sight-only—old audio strats are obsolete. /entities/mannequins/ |
| Echovore | Faster minecart; more rage from Echobab kills; faster sonic boom; 6 minimum pipes (was 5), interactable pipes highlighted. /entities/echovore/ |
| Envy | 3s warning before tangle at half tasks; unique task completion rules. /entities/envy/ |
| Cold Breeze | Duration 60→30s (tasks can shorten further); 2 cold stacks; elevator/levitating players skip ice physics; entities get -20% move speed instead of sliding. |
Items many loadouts touch
The log calls out broad item work—not every line has public numbers:
- Magic Scarf: “Various changes” plus quality reduction alongside Halo and Mystery Gift. Numeric rules below still reflect 0.7.0a text until a future official post contradicts them; see /items/magic-scarf/.
- Coffee: Disables fear drain for its effect duration (pairs with fear management—/guides/priority-and-fear/).
- NEO Dealmakers: 5 money per destroyed item; 40% base duplicate chance.
- Providence: Stamina threshold 15%; max stamina regen 40%.
- Vampiric Ring: 50% siphon; cannot siphon health from floor completion healing.
- Phantom’s Cloak: 35 battery, 60s cooldown.
- Mystery Gift: Grants 3 consumables again.
- Nephalem’s Blessing: Reworked (details not fully spelled out in the forum entry).

Ghosts, UI, and social
- Ghosts can teleport to living players and chat with each other.
- Manifest Presence can stun nearby entities with a global cooldown.
- Mid-run settings and upgrade vote countdown returned.
- Lobby gift revives to other players; graphics option for slightly higher brightness.
- Death sequence and spectate menu overhauled; flavor text on item descriptions in the depths.
For a ground-up rules explanation after reading patch notes, start at /guides/beginner-guide/.
Quick timeline: which patch is which?
| Version | Release date | Nickname | One-line identity |
|---|---|---|---|
| 0.7.0a | 26 Jul 2026 | The Recode | New elevator, traumas, ghosts, Hard Mode, revives, priority/fear ties to movement |
| 0.7.0b | 9 Oct 2026 | Post-Recode Balance | Map adds, Mannequin/Echovore/Cold Breeze tuning, item nerfs, ghost QoL |
This hub stops at 0.7.0b—the last DevForum entry.
How to use this update log in a run
- Re-learn stealth: priority and fear feed detection—running with a flashlight in a boss floor is a different game than in 0.6.x. /guides/priority-and-fear/.
- Respect traumas: chip damage adds debuffs that stick across floors. /guides/traumas-explained/.
- Re-plan staples: if your build leaned on pre-0.7.0b Magic Scarf or Coffee fear drain, re-read /items/magic-scarf/ and item notes above.
- Pick mode deliberately: Hard Mode’s Eris cadence and shrine placement changed in 0.7.0b. /guides/hard-mode-guide/.
Related guides and hubs
- /guides/ — all tutorial and systems pages
- /guides/daily-mode/ — scored floors and badges
- /entities/warden/ and /entities/lurker/ — common threats retuned across 0.7.x
- /items/best-starter-items/ — what to buy before diving after a patch
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