At last, another big hotfix has come. Unfortunately, things are not looking so good for OneBit Adventure and will derail a lot of things I had planned as I will be working a full-time job due to financial debt. It was a fun 3+ years of being a full-time indie and I will continue to do what’s best for OneBit Adventure, but know that once I start the new job, I will not be able to provide update as frequent. I do have one last big update planned that will be revealed when the time is right. I love you all and thank you for all support you guys have given me.
v1.3.405-410 Update Log:
- Added 1 free skill for each base character’s tier 1 profession
- Added You Can See Me? Mode which is a chaos mod that makes you invisible, but enemies can still see you. All status effects and any indication to help you see yourself like fire aura, mana shield, etc are also invisible
- Added auto-activate to Stealth skill
- Added Elite Cyclops which can bash you 5 tiles away and has a 3 tier shockwave of bash & stun
- Added Elite Swordfish which deals lots of damage and has a upgraded slice and dice where it does a delayed slash near its dash path
- Added Thunder Curse crossroad path which is a hard path that spawns a random 3×3 bolt near you
- Added Unstable Wraith crossroad path which gives a 10% chance to spawn Mini Wraiths. Upon Mini Wraith death, it will trigger a 3×3 confusion AOE that deals no damage.
- Added rotation setting to edit Dpad UI
- Added Rotate Movement Input for Keyboard and Controllers
- Added awareness message for the new increase to hp and dmg for enemies which only appears for older accounts and when playing a character that is level 5+
- Updated Expedition hp & dmg formula to include level for overall buff which also scales like a curve so lower levels are similar to previous version scaling
- Updated crossroads to not give only easy paths on the left after reaching 50k steps
- Updated Bonus Stash to add 20% from all Diamond purchases so skins, revives, rerolls, etc, will contribute to the stash for the Ultimate Bundle
- Updated expedition values to have more scaling based on level so at level 110, enemies are 3x from previous versions
- Increased Grand Heal cooldown from 25 -> 30
- Fixed Mimic Chests not being chests while in Corrupted Heroes mode
- Fixed Sword Slash not working if an enemy was in the way even though the landing spot is a valid position and not behind a wall
- Fixed Transcend coin sprite visual outline
- Fixed Corrupted Heroes mode not having proper colliders for bosses
- Fixed items not working in chaotic adventures
- Fixed Death status being extremely low for Necromancer in chaotic adventures
- Fixed Reach a campfire to save progress message not appearing in chaotic adventure
- Fixed outline for transcending into certain bosses
- Fixed bottom UI bugging out when viewing Quick Slots in landscape mode
- Fixed iOS not loading ads
- Fixed level text UI getting overlapped by Daily Quest button
- Fixed Arabic not saving dropdown selection for language
- Fixed Fire Barrage skill being able to attack allies
- Fixed Evil Tree and Scary Tree being able to take coins when they shouldn’t
- Fixed Rats attacking all breakable objects as they should only break crates and barrels for items
- Fixed hydra leap/dash dealing 0 damage under certain conditions
- Fixed tutorial visual errors if the player grabs items that are not intended to be in their inventory
- Fixed breakable objects not being able to break if there’s an item on the same tile and your inventory is full. Breakables will take priority over items if they are on the same tile.
- Fixed path modifiers not updating bosses and elites due to enemy type not being set before calculations
- Fixed Double Trouble path allowing players to pass through barricade after killing only 1 boss
- Fixed camera restriction not checking for second boss during Double Trouble path
- Fixed attack button being limited to 5 tile distance
- Fixed attack button sometimes moving into an empty tile instead of attacking the nearest enemy
- Fixed Enigma UFO skin not shooting proper projectile sprite
- Fixed int limit for enemy hp/dmg by clamping max value to 2 billion
- Fixed Obsidian Frame showing 2 icons while in landscape mode
- [iOS] Fixed ads not loading at all due to error in initialization

I’m so sorry to hear that you’re going through this right now buddy. I hope that everything works out for you and that someday you can return to Onebit; I’ve made so many memories with this game and its community, it’s hard to imagine what my life would be like without it. I wish you all the best, Jonathan.
Спасибо вам большое. Это одна из самых любимых игр 😍
Gracias por esta gran actualización, me encanta que haiga mucha variación en las mecánicas del juego y cada profesión de los personajes. Es una pena que no podrás subir más actualizaciones frecuentemente y que tengas una deuda/s que no te permita continuar como es debidamente con onebit y tus planes, que tengas buena suerte amigo, te deseo lo mejor.
For clarity purposes:
1. The free skill to Tier 1 professions applies to CLASSIC ONLY. You still need to purchase them at full price in Hardcore Mode.
2. You don’t get to choose which free Tier 1 skill you get. It gives you a preset default skill. I tested this with the Pyromancer and it gives you a free Fire Aura skill IN CLASSIC ONLY. I created a new Pyromancer character to see if I can choose Implosion as my free skill but it defaults to Fire Aura.
3. The staff icon doesn’t appear on the lower right corner of the enemy sprites when running out of mana and using a mana potion. This gives false info that the enemy cannot be attacked after replenishing from zero 0 mana using a mana potion. I tested this with the Wizard.
4. The staff icon also sometimes doesn’t appear when in range for attacks, both for normal enemies and most especially bosses. Again, this gives false info that enemies cannot be attacked despite them being within range. I also tested this with the Wizard.
5. THE DANCING KNIGHT IS NOT DANCING ANYMORE!!! It’s now just a static enemy sprite. I hope we get to see him animated and dancing again in future updates.
So far, these are some new things I noticed with the new update. It’s sad that you wouldn’t be much of a full-time indie game dev anymore, but I’m happy for you that you found both an opportunity and a way to continue the development of this game.
See you around! Thank you so much!
Hello! I came back with some new findings on my playtests:
1. When transcended as Cthulu, there’s an awkward line of pixels beside the head of Cthulu. You can tell because the Necromancer shines green when transcended, which exposes said line of pixels, though there may be other bosses that share this trait that I haven’t discovered yet.
2. When brewing items in the stewpot, sometimes, the list doesn’t correctly display the number of items/potions you have. For example, when you actually have [10] Mana potions, it only displays [3] Mana Potions, where [3] is the number of times you brewed a Mana Potion in the stewpot for that adventure.
3. NPC quests in Hardcore mode tend to be extremely rare and sometimes don’t load at all. For example, the “???” Fairy escort quest ALWAYS requires me to prestige once before I finish it in the next adventure. Rita’s pet find quest doesn’t also seem to load in Hardcore Mode, as it took me plenty of trips to the caves already and broke plenty of crates and still no pets. This also applies to how rare we get to see Shintaro, as I am currently level 80, nearly about to prestige, and I still haven’t encountered Shintaro in this playthrough yet.
4. Frard the frog bard needs fixing. When playing as the archer/ranger, he purposefully blocks your line of attack range, and sometimes, the game also doesn’t register him going to the next crossroads when he’s left behind in a cave/Dungeon, which means it sometimes takes 2 crossroads before you actually complete his escort quest.
5. Necromancer’s Beyond the Grave zombie needs fixing. As of this update, sometimes, when the zombie goes beyond the screen, it stops finding enemies and/or returns to you and stays stuck until you find it or its step counter is up. The zombie’s pathfinding doesn’t pathfind as efficient in certain tight spots and alleyways such as in the desert for example when it goes back and forth as soon as it hits a wall.
6. The Elite Mimic Chest enemy from bosses already spawns as a revealed Elite Mimic Chest. This defeats its purpose as an Elite Mimic Chest where it should deceive players into thinking it should be just a normal boss loot chest.
7. The first overworld boss you encounter during Hardcore Mode in around less than or equal to 100-1000 steps sometimes gives you a Mossy Hydra, Cobra, or Sentinel as a boss. This adds an extreme level of difficulty spike on characters that are just level 7 – 10 who just barely made it outside the mines/cave dungeon.
8. Mummies and Gargoyle enemies in the Underworld dungeon sometimes don’t react/awake to sound-based triggers such as triggering traps, breaking crates, opening chests, and most especially stepping near them. Playing as an Elemental Master Archer triggers them more with the exploding chain lightning reaction rather than any other character.
9. Pets don’t seem to share the extra coin bonus you have on armor. While you (the player character) gets 2 coins per Extra Coin 1, the pets seem to only get 1 coin regardless. They also don’t seem to share the item magnet, gold magnet, double item, and double ore bonuses from equipment.
10. As of this update, when we slay/kill an Elite Cyclops enemy, it doesn’t register to the Bounty Hunter achievement that we have slain/killed 1 Elite Cyclops and so on and so forth.
I may find more stuff later, but I hope these aforementioned findings get their fixes soon.
Thank you for your time!
Hello again! This is to separate my suggestions in the upcoming future updates:
1. A nice feature to have is the ability to see the current Adventure buff upgrades and current Morgana buffs in Hardcore Mode without needing to reach the next 500 steps or rescuing Morgana just to see which buffs we already have for that current Adventure.
2. The Freeze debuff (Cryomancer Wizard) and Assembly buff (Cleric Warrior) should have their own entries in the “status effect” section of the game’s built-in guide.
3. In line with the next community dugeon “Forest”, it would be nice to see some forest-themed enemies such as Pixies, Treants, Man-eaters, and Dryads for example. We should also have Elite Evil Trees and Elite Scary Trees disguised as huge tree sprites.
4. In line with the freeze debuff, a frost-theme snowy mountain Dungeon also sounds nice (*Fog clears revealing the foot of the snowy mountain animation*). Enemies including snowmen, ice elementals, Ice witches/Yuki-Onna, Yeti that features giving the freeze debuff to players.
5. An Aether Dungeon in contrast to the underworld dungeon (*Gates of heaven opening animation*) sounds nice. Light-themed and hallow-themed enemies and a guardian boss that looks like a tall version of the forger at the starting camp.
6. An equipment merchant NPC that sells weapon, Helm, and Chestplate equipments that also occasionally sells golden equipment if the player is level 50 and has already found a golden equipment.
7. A rune merchant NPC that sells runes for forging and other magic items such as the rarer potions in the game such as the XP potion, Regen Potion, Spellcast Potion, Cactus Juice, Anti-Magic potions etc.
8. It would be nice as well if prestiging automatically sends your high scores to the leaderboards before ending your current adventure because it only worked once during my first prestige but never sent scores again for my next following prestiges.
9. A second profession to the Enigma featuring all second professions of all characters to make it even more broken and expensive to build.
10. New themes/color schemes readily available without VIP levels. I was thinking the likes of the “Inverted” theme where it’s “dark sprites on white/bright background” kind of feel.
Thank you for your time and for reconsidering these crazy suggestions of mine!
Hello again! I will continue to reply to this thread if I came across something.
So, after reading the Community Story NPC log as well as experiencing things first-hand in Hardcore Mode
I would like to suggest that all NPC quests should be repeatable until the players complete the quest successfully as well as make the right dialogue choices correctly
To help the newer players, most especially those who are doing blind playthroughs, this:
– Prevents them from being locked out of Iridium givers such as Awesome Jack, Charlie the Minotaur, Frard, Gorilla Hector, Christopher III etc. should they fail to save them the first time.
– Prevents them from being locked out of certain privileges such as the Fairy’s Blessing adventure upgrade buff, should they fail the Fairy escort mission the first time.
– Prevents them from being gatekept from certain items such as the Snail pet from Mary the Mama Snail, Farmer Jake’s Old Gal, Fairy from the Escort Quest etc. should they fail the first time.
– And other rewards that would be withheld from newer players to make their mistakes less brutal and punishing.
To make it fair, the reason why I propose an idea to only make these certain NPC quests and more of them repeatable until we get it right is because once we do get it right, we can’t exploit them for further Iridium gains.
On another note, a good alternative would be to make all these NPC quests infinitely repeatable, but instead of getting the reward for the first time, we can get a different reward instead.
For instance, escorting Frard successfully gives us 1 Iridium the first time. The succeeding escorts then will give us gold coins, diamonds, weapons and armor (like the bandit in the Desert) etc.
This is because the game just lacks NPCs to rotate and go around, and the storyline gets stale and repetitive once you finally defeat the Eternal Wraith.
Repeatable quests just make sure there’s always a story that’s going on around, and we get a taste of each character’s/NPC stories/narratives while going on about in our own adventure
And if players don’t want NPC stories? They can always zoom past and ignore them. Majority of the player base of this game consists of Blood Knights anyway, so they would rather keep their Anarchy stacks to 300% instead of making it 299.5% just because they got sidetracked talking to an NPC!
The Blood Knight bit of this reply is simply a joke, but my suggestion is as real as it gets.
I have plenty more suggestions as I play through this great game, so I do hope the devs see my suggestions and reconsider them!
Thank you for your time and I’ll add in more when I find out more!
Hello again!
To start off the newly refreshed weekly leaderboards, I decided to test out the Enigma in Hardcore Mode, and I found plenty of stuff again:
1. While the popular builds are Archer Anarchy builds, I decided to test out some unpopular builds. Today, I tried out the Zombie Ally build and it was just as good as the Necromancer’s Soul Survivor profession, now riskier without transcend. Cutting to the chase, I noticed that the Zombie Ally doesn’t have a portrait on the right hand side of the screen, which helps Necromancers toggle it in attack or defend mode, as well as to tell if the Zombie is still alive. It would be nice if Enigma also has that Zombie Ally portrait so we can call it to our side and tell if it’s already gone, since it goes off-screen most of the time.
2. Since this update touched on the UFO skin, I also bought it just to see for myself. It was a nice skin for its price, but I have some things to say about it:
– The red laser from ranged bow attacks is barely noticeable when the ground is dark. More brighter colors should help in making the laser effect pop out instead of blending in with the floor.
– The Zombie Ally I got was a Wolf, which felt like a placeholder “for now” graphic for the UFO. The wolf for me felt more like a “Huntmaster” thing than a UFO thing, so a suggestion from me would be an Alien, a drone, or a secondary UFO graphic/sprite to make it more fitting to the UFO theme.
– The magic shot graphics still felt like the original magic shot graphics from Wizard and Necromancer, so hopefully it gets an update too like the ranged bow attack of Enigma.
3. Parry doesn’t seem to work well in conjuction with the stealth skill. I tested this against BOB by rejecting his weapon painting offer, and as soon as I got out of stealth, I expected BOB to take damage from Parry, but the Parry didn’t seem to proc/activate despite the skill icon graphic indicating that it is indeed active, so it should return damage to BOB. This may work on other NPC battles (such as Mary the Snail) and other enemies, so this issue is worth investigating.
4. When I chose an adventure upgrade every 500 steps, usually, there’s a lightning bolt effect after. Apparently, that upgrade effect makes the Mimic chests, Evil Trees, and Scared trees graphics pop out, so the level up effect actually exposes the fake enemies and acts as an X-ray effect.
5. While not an observation, it would be nice as well if we add one more secret called “Another way out”. Just for fun, I used Wizard’s Void spell to dig my way out to a spam row of Dungeon exits, which does eventually lead to you getting out of the Dungeon and not getting softlocked.
6. Another NPC suggestion of mine would be the Avatar and Banner merchant. Like Silver Da Kat, this NPC sells Avatars and Banners from previous events. That way, newer players can buy them even though they missed out on the Anniversary events of the game with exclusive avatars and banners.
I’ll keep on playing Enigma and will let you know if I came across more stuff.
As always, thank you for your time!
I apologize for what you are going through. I don’t know what you do for a living but I’d like for you to contact me via email. Maybe I can be of assistance.
I think the only fun of this game is the growing fun, but the recent patch emphasizes the play that suppresses growth as much as possible. Double xp, double monsters, etc., hinder entry into the rankings because they accelerate the difficulty level instead of fast levelling up. I feel that it is necessary to increase the difficulty level compared to the past, but I think it is unreasonable to increase the difficulty level according to the level. In addition, if you make a save during the play due to a related bug, the increase in difficulty due to the level is overlapped. A game that you have to enjoy lightly has become a hard core game that you have to play without saving for a long time.
And there’s a bug where the End of Exploration rewards don’t apply.
This is when you level up steadily during play. Let’s say 0% -> 77% increase in 500 steps and 77% -> 161% increase in 1000 steps. If you save between 500 and 1000 steps, a bug will occur. In 500 steps, 0% -> 77% increase the same. In 1000 steps, the previous value has changed to 83% -> 167%.