Contents

Troubleshooting / Connection

Disconnects and rollback

A disconnect in the demo costs the run: the online mode carries the social features, so a connection that keeps dropping — and a rollback that follows it — is not a cosmetic problem. Almost every fix in the official 0.1.13 line concerns it, which makes that line the record to read. This page separates it from what players report.

A lit stone causeway leading into a dungeon gate

What players report

These are player accounts, printed as reports and not as facts. The official record below confirms that stability work was needed; it does not confirm any individual report.

Player reports

No item in this list is confirmed by the game or by the developers. Where an item rests on a player’s own reading of what happened, its source line says so.

  • Dropping out every few minutes

    Player report Unverified

    A Steam forum thread reports dropping out every few minutes, and the same complaint appears in reviews in both Chinese variants. The same thread rules out one workaround: the player tried many nodes of a game accelerator and still dropped, and dropped without it as well.

    Player report · Steam forum thread, Chinese, no replies

  • Thrown back to the login screen

    Player report Unverified

    Players report being returned to the login screen instead of the run continuing. The official record separately lists login failures as something it fixed, which is below.

    Player report · Chinese-language Steam reviews

  • A rollback erasing progress

    Player report Unverified

    Reviews report a rollback erasing progress, one of them a carriage full of high-tier gear. Reported losses of individual items are collected on the items page.

    Player report · Steam reviews, English and Traditional Chinese

  • Whether a run survives being disconnected

    Player report Unverified

    A player report states that a disconnected client cannot keep idling at all, because the social features need a live online character. Whether a run continues while the connection is down is not addressed in any official text, so this page leaves it pending.

    Player report · Steam forum thread and reviews

What the official record confirms

The 0.1.13 patch introduced online characters, and almost every hotfix after it is about keeping that connection alive. These are the lines that say so, in the order the problems surfaced.

Official record

Each item summarises a line from the official announcement feed and names the patch and date it came from. A fix note claims only that the failure was addressed — it is not an explanation of why it happened.

  • Online characters are the ones with something to lose

    Verified from the build

    A new character can be created as an online character, and existing characters were converted to offline ones. Online characters take part in additional social features and their important data is managed by the server; the first such feature was the leaderboard, and the note says the same architecture is the foundation for the social and trading systems to come.

    0.1.13, 2026-06-27 — “important data is managed by server … the foundation to build future social and trading systems”

  • Disconnections are the subject of the whole run

    Verified from the build

    Three hotfixes in two days speak to the same thing: the first says some cases of disconnections were fixed and adds that it is “definitely far from perfect”, the second says disconnections during combat runs were reduced, and the third adds more resilience against disconnections.

    Hot Fix 0.1.13a, 2026-06-27 — “We fixed some cases of disconnections”; Hot Fix 0.1.13b, 2026-06-27 — “Reduced disconnections during combat runs”; Hot Fix 0.1.13c, 2026-06-28 — “More resilience against disconnections”

  • Saving less often lowered the risk

    Verified from the build

    Saving itself was part of the problem: the 0.1.13e note says redundant saves were reduced because they increased the risk of a disconnection, in the same update that added the town auto save.

    Hot Fix 0.1.13e, 2026-06-30 — “Reduced redundant saves that increased risk of disconnection”

  • The client sends less data now

    Verified from the build

    One hotfix reduced the size of the data packages the client sends, described as an improvement to connection stability rather than as a content change.

    Hot Fix 0.1.13d, 2026-06-29 — “Greatly reduced data package sizes, should improve connection stability”

  • Login failures were a real failure mode

    Verified from the build

    The same line fixed a specific login error and reduced how often logins fail, which is the official counterpart of the reports about being sent back to the login screen.

    Hot Fix 0.1.13b, 2026-06-27 — “Fixed certain login error and reduce login failures”

  • Fewer players need a proxy to reach the server

    Verified from the build

    One hotfix states that players from more regions should be able to connect to the server without using a proxy, which is the official answer to region-shaped connection problems.

    Hot Fix 0.1.13c, 2026-06-28 — “Players from more regions should be able to connect to the server without using a proxy”

  • The blinking dot means the game is waiting

    Verified from the build

    The lower-left corner shows a blinking yellow dot while the client is communicating with the server, and the note says the game deliberately waits during that time — a black screen or no new enemies spawning is that pause, not a hang.

    Hot Fix 0.1.13c, 2026-06-28 — “Lower left now shows blinking yellow dot when communicating with server, while this happens game will wait”

  • Chests could pull the connection down

    Verified from the build

    Treasure chests were causing various disconnections and lost saves, and the same hotfix limits opening a chest to town. A chest carried into a run is therefore not something the current build allows.

    Hot Fix 0.1.13b, 2026-06-27 — “Treasure chests now also can only be open in town”

  • A disconnect is announced to you

    Verified from the build

    Disconnects are notified in-game, and a later hotfix added more detail to that notification. The notification is the most precise record of the event a player has.

    Hot Fix 0.1.13e, 2026-06-30 — “Added more detail in notification when disconnect happens”

  • Server errors used to cost talent points

    Verified from the build

    Talent points lost to a server error are now recovered automatically and added back to the unspent pool, which is the one case where a loss caused by the online mode is explicitly reversible.

    Hot Fix 0.1.13b, 2026-06-27 — “Lost talent points due to server error is now auto recovered and added to unspent points”

What to try, in order

These steps come from what the patch notes actually changed, so each one is something the current build does on purpose rather than a workaround.

Documented features only

Every step uses a feature the build or a patch note documents. Following them cannot guarantee that a haul survives, and this page does not pretend otherwise.

  1. Give the blinking dot its time While the yellow dot in the lower left is blinking, the client is talking to the server and the game waits on purpose: the screen can stay black and new enemies can stop spawning. The patch note asks for patience at that moment, which above all means not closing the window.
  2. Open chests in town, never in a run Treasure chests were one of the things causing disconnections and lost saves, and opening them is now restricted to town — the same place the auto save fires. A chest carried into a run is not something the current build lets you open anyway.
  3. Let the run come home before you close anything The auto save fires while you are in town, so the safest moment to close the game is after a delivery rather than mid-run. If a disconnect takes progress, it takes whatever was not saved yet.
  4. Update before you blame your network path One hotfix targets players who previously needed a proxy to reach the server, and the next reduced the size of the data the client sends. If your client is older than those, that is the first thing to change — and the build id is printed at the top of this page.
  5. Report it with the notification’s own words The disconnect notification carries more detail than it used to, and that detail is what a report needs: the build id, the notification text, the time, and whether you were in town or mid-run. The official announcements ask players to send bug reports to the game’s Discord and to the Steam community boards.

What stays unresolved

The official record is a list of symptoms that were addressed. It is not an explanation.

No official answer

These questions have no answer in the official record, and this page does not answer them by inference.

  • Why the connection drops

    Pending verification

    No announcement states why the disconnections happen. The hotfix line reports that specific cases were fixed and that resilience was improved; it never names a cause, and this page does not supply one.

  • The thread nobody answered

    Pending verification

    The community thread that raised this had no official answer when it was read, two months after it was posted, and the workaround it proposed had already been ruled out by the player who tried it.

  • A live connection and a desktop window

    Pending verification

    How a live connection sits with the game’s own shape — a window you leave running along the bottom of the desktop — is not addressed by any official text. Nothing here states whether a run continues while the connection is down.