App 3897080 · Update history

Dimenshot

Official Steam announcements identified as patches, hotfixes, changelogs and game updates.

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Patches

8 tracked updates
  1. Community AnnouncementsBy Iceberg

    Demo Update — A LOT Has Changed

    Hey guys, we’ve got something to tell you! We’ve basically rebuilt the core systems of the game from the ground up. We read everything you guys write in the Steam reviews, and we’re constantly working on the game based on your feedback.For the new demo:No more slippery movement. Movement should feel much more responsive now.Weapons are now fully consistent and use a rail-based firing system to make shooting and hit feedback feel much better.Abilities have been rebalanced.We’ve done a LOT of polishing to improve the overall game feel.Turkish language support added to the game .Difficulty & LeaderboardsThere are now three difficulty levels: Easy, Medium, and Hard.Leaderboards have also been updated to match the different difficulties. NO AI. NONE. ZERO.All of the music and voice acting is 100% HUMAN-MADE. There isn't a single crumb of placeholder AI left in this game. NOT. EVEN. A. CRUM...

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  2. Community AnnouncementsBy Iceberg

    Development Update, Release Date and Playtests

    First of all, thank you so much for supporting Dimenshot! We’ve hit 10,000 wishlists, and this milestone truly means the world to us.We also have some great news: Early Access is largely complete! Right now, we’re mainly focused on implementing the voice acting and squashing a few minor bugs.A huge shoutout to JONIGHT, who took charge of the game's soundtrack- he did an incredible job, and we’re confident you're going to love it!We are actively playtesting the game on our Discord server. If you’d like to join the playtests and help us shape the game, feel free to hop in (it helps us a ton ːPEAKactuallyː ):https://discord.gg/xFQWZjnMcHWe are currently targeting a release around September. As mentioned, the game is mostly ready, and we’re currently handling administrative and business tasks behind the scenes.Additionally, a new demo update should be rolling out in a few days. I’ve essen...

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  3. Community AnnouncementsBy Iceberg

    Devlog: Progress Update on Dimenshot

    Hello guys! It has been a while since our last update. We’ve realized that a weekly devlog format isn’t sustainable given our intense development schedule. Moving forward, we will be sharing comprehensive updates every 3-4 weeks to keep you in the loop on our progress and future plans. Current Development StatusMedieval Levels: Progress is moving at full speed.Noir: Final play-testing is underway.Endless Mode: Mostly complete.Early Access Weapons: All melee weapons are finished.Boss Fights: Entering the final stages of production. Upcoming Demo Changes & UpdatesMovement: Based on your feedback, we’ve removed the "slippery" feel and improved overall stability.Controls: Grappling and weapon grabbing are now separated into distinct keybinds.Balancing: Weapon stats have been tuned, and the tutorial has been updated.World Design: Boss arenas have been redesigned, and collision bugs have be...

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  4. Community AnnouncementsBy Iceberg

    Dimenshot Demo Patch Notes

    Greetings! We've been working intensely on Dimenshot over the past few weeks, and here are the update notes for this week!New Features & MechanicsEnemy AI: The AI system has been overhauled; enemies now adapt their orientation to the slope of the terrain. (Essential prep for the new layer! ;))Throwable Axe Mechanics: You can now grapple to your thrown axe to glide or quickly pull yourself toward it.Super Dash: The "Long Jump" is officially a feature! You can now perform a Super Dash after your initial jump from the ground.Audio & Music: New music added for the first layer! (thanks to John!)Bug Fixes & BalancingAxe: Throwing skill nerfed and a cooldown added. Fixed the self-parrying glitch and the lingering collider bug.Movement: Resolved issues with slide keybindings, vertical slope speed scaling, and the viewmodel glitch during consecutive slides.Bosses: Fixed Proud Boss grammar issu...

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  5. Community AnnouncementsBy Iceberg

    Dimenshot Patch Notes

    Gameplay & BalancingMelee Siphon: Basic melee attacks and successful parries now grant health.Healing Cap: The cap preventing health gain has been increased and now dynamically scales as you take damage.Energy Adjustment: Fixed a bug that caused unintended excessive energy gain during melee attacks.Boss Update: Increased the melee attack damage for the Proud boss.Level Design: Reduced the number of armored enemies in the first level of Greed.Bug FixesEquipment: Resolved the issue where the second version of the Axe failed to provide health.Audio & Animation: Added missing wall jump sound effects and polished minor animation glitches.Movement: Fixed a bug where letting go of directional keys while sliding would cause a crouching issue. Thanks for playing! -Emir

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  6. Community AnnouncementsBy Iceberg

    Health and Energy System Balancing

    Hello everyone,Based on your feedback, I have rebalanced the health and energy systems.The health regeneration system has been reworked. You now gain health with every hit you land using melee skills.Enemy AI has been improved.A keybind option for Dash has been added to the settings.The amount of energy granted by energy orbs has been increased, and their spawn rate has been increased.The damage tick rate of the thrown axe has been reduced.That’s all. Thanks for playing!– Emir

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  7. Community AnnouncementsBy Iceberg

    Quick Demo Bug Fixes,Balance Adjustments

    Hello, leaving a few small bug fix notes and heading out:Fixed a bug where aim assist was targeting enemies’ feet (ːsmugcatsackː).Resolved the issue with the energy indicator of the second version of the axe.Fixed the square text issue.Improved enemy AI.Fixed the gamepad tilt issue.Resolved the issue where Dimentrash would fall asleep on the ground while attacking (ːzagsnoozeː).Fixed minor collider issues on the maps.That’s all for now. Have a good day, Emir

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  8. Community AnnouncementsBy Iceberg

    Dimenshot – Beta Testing Fixes (Feb 5, 2026)

    Gameplay ChangesThe axe no longer clips into walls.The axe can now be deflected mid-air using the Katana ability.When parried, the axe no longer gets stuck in walls and instead ricochets nearby.The Katana skill no longer targets enemies through walls; it now only targets visible enemies.Dart charge speed has been increased.Balance ChangesArmored enemies in L2C2 now have 25% less health.Bug FixesFixed an issue in L2C2 that allowed players to exit the map.Fixed multiple audio-related bugs.Fixed checkpoint issues related to the key-locked door in L2C2. Thats all for now ;)

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