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Below the Stone
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The “Kingdom ‘o Quests” update for Below the Stone honestly caught my eye for a simple reason: extraction roguelikes are having a moment, but too many of them forget what makes the grind actually fun. This is one of the few indie games that truly gets the appeal of risk, reward, and constantly-evolving townsfolk. So when Apogee and Strollart signaled a major push to flesh out characters and quests, it felt like they’d finally doubled down on what could set this spiky dwarf adventure apart from the growing pack of similar games.
If you haven’t been keeping tabs, Below the Stone is an unashamedly tough extraction roguelike-think classic Spelunky desperation, but with dwarves, a deadly vertical descent, and a less-forgiving approach to death. Each run sends you ever deeper in search of rare treasures, with the catch that getting out alive is the real challenge, and any reward is hard-won.
The heart of this update is a total overhaul of the Bar, now a central hub where you don’t just pick quests off a bland list; you interact with an expanding set of NPCs, all with their own stories and questlines. This could seem like a small tweak, but it signals something bigger: the world above ground isn’t just a pit stop. It’s a living part of the game’s risk-reward cycle-an area where you see the impact of those bloody, punishment-heavy dives below.

The Craftmaster is another strong choice here. Putting a singular face to crafting and moving key recipes out of random blacksmith menus makes progression feel more like building real relationships (think Hades’s house guests, not just stat bumps). Six new ranged weapons are here for tinkering, which is perfect for anyone who felt combat devolved into “swing, hope, repeat” in earlier builds. Plus, the UI for crafting finally gets polish—essential for a game that asks players to tinker and scrap constantly.
Extraction roguelikes are everywhere right now, but plenty feel soulless. Below the Stone’s relentless difficulty made its early hours memorable—and honestly kind of alienating for newcomers. But this update feels like the developer responding to feedback I’ve seen echoed in community forums: “Give us more purpose, not just punishment.”

The fact that some new quests double as a proper tutorial is critical. Previously, the game basically threw you into a pit and dared you to figure it out. Now, with narrative hooks and easier entry points via quests, it’s finally respecting new players’ time while not dumbing things down for the hardcore. There’s even a journal to track your progress—small, but in a death-penalty-heavy game, being able to see your little wins matters a lot.
Of course, no update is perfect. While the added town interactions and character work are a win, long-term players will still be watching for deeper biome variety and endgame goals. This update lays the groundwork, but Below the Stone still has room to grow if it wants to hit the heights of other extraction classics like Deep Rock Galactic or the tense loop of Dark and Darker.

For $19.99 (free update for current owners), this is a generous expansion. Especially when you compare it to competitors who would absolutely carve this off as premium DLC. The enhanced crafting system, meaningful NPCs, and actual purpose for playing beyond “survive” or “die” finally bring the game closer to the vision roguelike fans have been asking for. If you bounced off the game before, or found earlier builds too rough, now is a genuinely good time to give it another look—or just try the demo to see if the hooks bite.
Below the Stone’s latest update is a step forward that delivers fresh quests, NPCs, and much-needed world-building—without charging for core content. If the extraction grind wore thin, the new purpose and personality may be exactly what the game (and the genre) needs.
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