Hello, Adventurers!
After a long wait, a new update of Dungeon Kingdom has been uploaded, and with it the return of regular updates.
Sorry for the long wait, but things from life affected me more than expected and it has been difficult to handle any new updates for a while.
This update is mainly an engine update with several minor fixes. A bigger update will follow soon.
Thanks again for your support!
Happy crawling :)
Kanda
Hello, Happy Adventurers! Since the previous update a few weeks ago, we kept focusing on fixing bugs, as well as improving the overall ergonomy. So what's new in this build? - Lots of fixes (more than 50!) to all chapters. Many kinds of fix: spelling, collisions, inactive containers, etc. Thanks a lot to the testers who did a great job in reporting the issues, and some were really not obvious to detect :-) Thanks, guys! - New Language: Turkish (Thanks a lot to Gkhan from 23 Studios) - Progress on improving the UI. For example, you can now see the progression to the next level (Thanks so much to Krasovski for the help !!!) There are several additions there and there, and there are a lot more to come in the next build. It's now almost done with the main list of bugs to fix, and I still have to rework collisions volumes of rocky floors in the goblins area, that's will be done in the next build. But for this next version, my main focus now is the UI ergonomy. Have a nice crawling :)
Hello, Dear Adventurers!
Since releasing the last chapter a few weeks ago, our focus has been on fixing bugs, as well as improving the overall gameplay with balancing adjustments and new features.
There have been over 100 changes since version 0.962, here is a summary of the main ones:
[Content & Features]
- Added missing illustrations to the final scene when you finish the game!
- New setting: You can now choose which mouse button you use to look around.
- New setting: Brightness boost, useful on darker monitors.
- New setting: Instant display of the inventory, skipping the sliding animation (the animation is now deactivated by default).
[Balancing & Improving]
- We have reworked the maximum carrying weight. You can now carry much more.
- Sound effect added when using an invisible teleporter.
- Some 2D text plates now have different backgrounds to fit the ones in the 3D environment.
- Some items that were difficult to pick up, are now easier to pick up from the 3D environment.
- Various items have been adjusted.
- All food items now work the same way: no more progress bars or portions. Food can now all be stacked. Food items found previously, such as bread or cheese, will be converted into stackable items.
- Several fixes in the tutorial level.
[Fixes]
- An issue that could occur when climbing ladders that could lead to the player being stuck was fixed!
- Various dialogue and item text fixes.
- Improved collisions in various places, especially in the Storage area.
- Occlusion fixes (walls/floors not being displayed correctly, with black tiles and walls instead).
- Some tiles on the Automap that did not display correctly have been fixed.
- Fixed the Temple's hidden pages secret not working correctly.
- Fixed the displayed secrets count when changing level.
- Fixed some issues with Achievements.
...and many more :)
Our priority is currently fixing bugs, however we are gradually moving more towards balancing, spread into 4 categories:
- Puzzle difficulty (changes could range from giving more hints to totally changing the logic of a puzzle, if required).
- AI of creatures and combat difficulty.
- Locations of items and creatures over all of the levels.
- RPG rules such as character progression, combat efficiency, etc.
Some features and content that will be added:
- Features related to the UI (better feedback, more information)
- A merchant will be available in the City of Barimbar.
- New spells, new items and more!
So stay tuned, and thanks again to the community for the valuable support, and a special thank you for all the feedback and help with finding bugs and other issues!
Dear Adventurers,
The last chapter is here! You can now play the game from start to finish with the complete story and all of the levels.
What's next?
- We'll take some time to collect feedback about the last chapter and update as necessary. Feel free to give us your thoughts on the Steam forum or by email.
- Our friend Franois is updating the end illustrations to reflect the changes we made in this last chapter, and we'll update it as soon as possible.
Afterwards, we'll focus on global balancing and making changes and additions to the whole game that we hope will improve the experience further.
We'd like to thank you all for your continued support. Thank you so much, it is very much appreciated, we love you guys!
Dear Adventurers,
Thank you all for your amazing support and patience whilst awaiting the final chapter, Fortress, where you will come face-to-face with the antagonist, Leth. We look forward to releasing this chapter when its done (screenshot below).
We are really grateful to have such an awesome community that enjoys Dungeon Crawlers as much as we do! So thank you all so much again for the support and continued feedback throughout the year.
The Dungeon Kingdom team wishes you a very Merry Christmas and a Happy New Year!
Best Wishes!
Dear Dungeon Explorers,
It was requested by players, they are now available: I added the Steam Achievements to "Dungeon Kingdom: Sign of the Moon".
The list of Achievements may change over time, I may add entries and may remove a few threshold-based ones. So be aware of this, as for saved games I will do my best to keep the game updates backward compatible with already unlocked achievements, but until the final release, some minor issues may occur.
About the current available Achievements, most of them will be automatically unlocked after opening your saved game as many game stats were already tracked and saved. However some of them were not planned initially and are totally new, so you may need to specifically do the right action ion the game to unlock them.
I also added a local recording of unlocked achievements, so if you play without the Steam client launched, they are stored and will be unlocked on Steam once you load your saved game with steam launched again.
I also added two requested settings:
- Extra Field Of View (FOV) control, with a limited range to avoid unexpected behavior.
- Head Bobbing effect control during displacement.
As usual, the update includes several fixes, check our discord server to get the details ( joins us here: https://discord.gg/Q32zJ2c ). There are general gameplay fixes (issue with spell explosion on heroes, etc.) and some specific related issues in the previous chapters (especially an issue in the Temple), but most of them are related to the newer chapter, The Old Foundations. There are also some adjustments related to balancing.
I am now focusing on releasing the last Chapter: The Fortress
My last words will be to all players that support us across several channels and the awesome dudes who took the time to deeply test the updates and report some issues or give us their feedback.
Have a happy playing.
Dear Adventurers,
I hope you are fine and healthy in these troubled times. The last big chapter before the final is now available. New secrets to discover, new creatures, items, and new puzzles!
Also note that a new secret can also be unlocked in a previous chapter, but you have to play the new one to see why :-)
Beyond the new chapter, this version includes some bug fixes and was built with a newer version of the rendering engine. I also changed the way the scrolls are handled: now, after reading a scroll related to the Meltors Quest and the Book of Ages, it will disappear, as the content is marked read and added to the adventure book, and accessible from there. We are thinking about extending it to all books/scrolls. That way players wont struggle anymore about filling the inventory with scrolls already read. Once read, you never need to keep the item (scroll, book), its added to the adventure book forever, and it also works for the Meltors Quest.
Several adjustments were also applied. As requested several times by some players, you can wear a bit more weight. I am thinking about removing the weight penalty for dead heroes (or reducing it). Let me know on the forum what you think about it.
The next chapter is much shorter and will be the conclusion of Dungeon Kingdom: Sign of the Moon. Level design is already complete and it wont take too long to be released, so Stay tuned!
Thanks again for all the positive emails and comments and kind words on the networks. Thank you so much for your support it is always so much appreciated.
Ps: As usual, feedback about the new chapter are more than welcome, including the playtime. Thanks!
Hello dear adventurers! Small update before the next chapter. This one includes: - New feature: you can now bind your keyboard shortcuts in the settings menu of the game. This was requested several times by players and it's now working. - Several bug fixes. The "Old Foundations" chapter is coming soon. We decided to make it a bit longer than initially planned and it's on the way. Have a nicer time exploring dungeons!
Hello, dear explorers!
Dungeon Kingdom latest update (V0.9.955) is now available. There are several improvements and fixes included since the Black Mage Quarter publication.
- Many fixes on Black Mage Quarters (Thanks so much to players who took the time to report those issues and give me their feedbacks! It is so much appreciated and welcomed!
- Better feedbacks on some puzzles (such as sound feedbacks when some are solved)
- Adjusted some items and modified the environment to avoid misleading information (especially in Illusion & Gravity Labs).
- Also some fixes/improvements in previous chapters. I reduced a bit the memory consumption for players that are playing on laptop computers to avoid crashes due to a limited amount of graphics memory. Also fixed a few minor collisions & occlusions issues.
I will keep collecting feedbacks on the Black Mage Quarter, so feel free to send yours. This one is long to play (actually a bit longer than I initially thought) and perhaps a bit difficult for easy & normal modes, so I am planning to had more hints when the time for global balancing will come.
Now I am mainly focusing on finishing the integration of story in the next chapter, The Old Foundations.
Here are two screens from this next chapter:
Hello Happy adventurers!
It has been a long wait, but the "Black Mage Quarter" chapter is finally here for everyone!
As usual, feel free to send us feedback and any issues encountered!
We are very sorry for the delay, we totally missed our last schedule. However, there is good news: we are now ready for the return of more regular game updates and posts. We are getting very close to full content, the two last chapters level design and artworks are now done and we are finishing the gameplay integration.
We hope you will enjoy the Black Mage Quarter guys, time to take that portal :)
Hello happy adventurers!
A little update on our schedule: we are planning to release the three last chapters progressively for the Christmas holidays. Then, during one or two months we will work on a global balancing and improving ergonomy and feedbacks and then well exit the early access (we expect it to happen during this winter).
Hello Everyone!
A new update has been uploaded. It has mainly fixes but not only: a small but important feature was added:
-You can now drink directly by clicking on lakes.
-You can also fill water containers in the same way.
This is useful in "Storage" chapter and will probably make the life of some adventurers a bit easier :-)
Some of the fixes:
- Fixed a lot of collisions and “Walk through” issues were fixed, especially in Storage chapter.
- Fixed an important issue when firing a fireball when looking inside a pit in Storage chapter. The issue could prevent players from solving the Rat’s riddle.
- Fix of portrait riddle in the temple that could sometimes not work as intended.
- Fixed zoom buttons that were not working anymore in fullscreen automap.
- Improved and Fixed some translations (especially Italian one that was buggy. Thanks to my translator angels :-) ).
- Fixed missing textures in the city after a recent 3d engine upgrade (thanks to Hexaae)
- Fixed “black eyes” issue in the intro.
- Fixed SSAO filter that was darkening 3D view too strongly. It happened after a recent engine upgrade as well.
- More PostFX tweaking options in the settings menu.
- Minor adjustment to Stamina auto-recovering.
...and many more others :-)
The next update will probably include the chapter following the "Storage" one: "Black Mages Quarter". So stay tuned :)
Warm Hearts dear Adventurers!
After a long wait (too long!), we are very happy to be back with regular updates! And there’s nothing better to celebrate it than with a new chapter: "Storage".
During the long wait we have fixed lot of issues and tweaked a lot of areas, although there is still a lot to update.
We have also changed the end of the game a bit, including the content of the remaining chapters. The next chapter (required to leave "Storage" in the final version) is almost complete and will be uploaded in a few weeks: we have to reflect a few changes regarding the story and the modifications we decided for the end of the game.
Until then, enjoy the new update! And, as usual, feel free to report any issues. More updates are coming shortly (including improvements to the AI system), so stay tuned, and have a great time exploring!
P.S. Please note that Mac and Linux versions will be uploaded during the weekend.
P.P.S. Note that we have updated only the English and French languages texts. We will be working on other translations for the final release as this is quite time-consuming. We prefer focusing on content right now.
P.P.P.S. We need you help to gather information related to the new chapter, please check:
http://steamcommunity.com/app/329040/discussions/0/1697169163402055009/
Warm Hearts dear Adventurers!
After a long wait (too long!), we are very happy to be back with a new update! And theres nothing better to celebrate it than with a new chapter: "Storage".
During the long wait we have fixed lot of issues and tweaked a lot of areas, although there is still a lot to update.
We have also changed the end of the game a bit, including the content of the remaining chapters. The next chapter (required to leave "Storage" in the final version) is almost complete and will be uploaded in a few weeks: we have to reflect a few changes regarding the story and the modifications we decided for the end of the game.
Until then, enjoy the new update! And, as usual, feel free to report any issues. More updates are coming shortly (including improvements to the AI system), so stay tuned, and have a great time exploring!
P.S. Please note that Mac and Linux versions will be uploaded during the weekend.
P.P.S. Note that we have updated only the English and French languages texts. We will be working on other translations for the final release as this is quite time-consuming. We prefer focusing on content right now.
P.P.P.S. We need you help to gather information related to the new chapter, please check:
http://steamcommunity.com/app/329040/discussions/0/1697169163402055009/
Dear adventurers,
After a long and very busy period (and we are sorry for letting you wait so much), and a lot of hard work, the next update is ready!!! It will be available to the public this Friday 30th.
The new chapter is complex and very different from previous ones. Get ready for more Dungeon Exploration :-)
The builds for the three platforms are ready and are going to be uploaded and will be activated on Friday!
Dear adventurers,
After a long and very busy period (and we are sorry for letting you wait so much), and a lot of hard work, the next update is ready!!! It will be available to the public this Friday 30th.
The new chapter is complex and very different from previous ones. Get ready for more Dungeon Exploration :-)
The builds for the three platforms are ready and are going to be uploaded and will be activated on Friday!
Hello everyone,
It has been a while since the last big update. We have been very busy working on the next two chapters. We cannot publish them separately as they are totally linked together to progress further in the game. We still have a bit of work before we publish them, but their release is not far from now. "The Storage" and the "Black Mage Quarter" are the biggest chapters of the whole game. After those two ones, we'll be close to a complete game release.
Here are a few screenies (trying to now spoil too much) :
I also spent some of time fixing issues reported by some players since the last build. We'll publish a complete list with the next build's post.
Keep an eye on the next build, it will be worth :-)
Hello everyone,
It has been a while since the last big update. We have been very busy working on the next two chapters. We cannot publish them separately as they are totally linked together to progress further in the game. We still have a bit of work before we publish them, but their release is not far from now. "The Storage" and the "Black Mage Quarter" are the biggest chapters of the whole game. After those two ones, we'll be close to a complete game release.
Here are a few screenies (trying to now spoil too much) :
I also spent some of the time fixing issues reported by some players since the last build. We'll publish a complete list in the next build's post.
Keep an eye on the next build, it will be worth :-)
Hello, dear Adventurers!
A new game update is available!
Among some bug fixes and other things, here is a list of improvements:
- City visuals have been improved (especially the cave).
- Temple wall set has been reworked and is now final.
- Many new statuses (more than 10) have been added to characters (such as "poisoned", "magic shield protection"...) and are displayed on the portraits (like the hunger/overweight/thirst ones were already).
- A lot of new Items, weapons (both some long-range ones and melee kind), new armors and others various items.
- New Spells (Magic Shield is now working and we added other ones).
- The fireball spell was reworked and now looks visually different according to the level of the caster.
But that's not all, and that's probably even more awaited: YES, finally, you can now play a NEW Chapter!
Welcome to the Jail !!! Explore a totally new environment with a new level architecture, meet some new creatures, try to unlock 18 new secrets, and try to solve some new kind of puzzles!
Thanks for your patience, and thanks again so much for your bug reports and support, guys!
Enjoy! :)
Hello, dear Adventurers!
A new game update is available!
Among some bug fixes and other things, here is a list of improvements:
- City visuals have been improved (especially the cave).
- Temple wall set has been reworked and is now final.
- Many new statuses (more than 10) have been added to characters (such as "poisoned", "magic shield protection"...) and are displayed on the portraits (like the hunger/overweight/thirst ones were already).
- A lot of new Items, weapons (both some long-range ones and melee kind), new armors and others various items.
- New Spells (Magic Shield is now working and we added other ones).
- The fireball spell was reworked and now looks visually different according to the level of the caster.
But that's not all, and that's probably even more awaited: YES, finally, you can now play a NEW Chapter!
Welcome to the Jail !!! Explore a totally new environment with a new level architecture, meet some new creatures, try to unlock 18 new secrets, and try to solve some new kind of puzzles!
Thanks for your patience, and thanks again so much for your bug reports and support, guys!
Enjoy! :)
Hello adventurers!
The release of the next chapter draws ever nearer: the final touches are being added by our 3D artist, Julien. The Temple has also been reworked to fix rendering issues caused by shaders from the previous version of the engine (incorrect reflections in the lower parts of the temple, for example). Weve also added several items and spells into the game.
Although the update wont be released this month, it will be very soon and we promise it will be worth the wait! In the meantime, heres a screenshot from the Black Mage's Quarters later in the game:
Happy dungeon crawling!
Hello adventurers!
The release of the next chapter draws ever nearer: the final touches are being added by our 3D artist, Julien. The Temple has also been reworked to fix rendering issues caused by shaders from the previous version of the engine (incorrect reflections in the lower parts of the temple, for example). We’ve also added several items and spells into the game.
Although the update won’t be released this month, it will be very soon and we promise it will be worth the wait! In the meantime, here’s a screenshot from the Black Mage's Quarters later in the game:
Happy dungeon crawling!
Hello adventurers!
Just a short development update before the next build: On the development side weve fine-tuned the previously added core ruleset. From the feedback we received, it seems as though it was already fairly well balanced, so the changes are minor. We have finished the new and improved AI system and have implemented a new set of creature behaviours. Youll see these in action in the next update, which will also contain the next chapter levels. Old creatures (with the old AI) are going to be replaced soon as well.
On the artwork side of things: beyond working on the new chapters, our 3D artist, Julien, has reworked some key areas of the temple, city and the caves. These changes will also be included in the next update.
Stay tuned, as we expect to put the next chapter into your hands around end of April. We are currently doing the finishing touches!
Happy dungeon crawling :)
Hello adventurers!
Just a short development update before the next build: On the development side we’ve fine-tuned the previously added core ruleset. From the feedback we received, it seems as though it was already fairly well balanced, so the changes are minor. We have finished the new and improved AI system and have implemented a new set of creature behaviours. You’ll see these in action in the next update, which will also contain the next chapter levels. Old creatures (with the old AI) are going to be replaced soon as well.
On the artwork side of things: beyond working on the new chapters, our 3D artist, Julien, has reworked some key areas of the temple, city and the caves. These changes will also be included in the next update.
Stay tuned, as we expect to put the next chapter into your hands around mid-April. We are currently doing the finishing touches!
Happy dungeon crawling :)
Dear adventurers,
Version 0.0.934 is now live.
This build includes the new RPG rule system. For those of you starting a new game, we’ll be very interested to have a look at your saved game when you reach the end of the Temple. This will allow us to fine-tune the new system and make sure there aren’t too many differences between players when they finish the Temple. So if possible, please send your saved game to contact@hydro-games.com
The new system is better balanced, and allows us to more easily change combat and character progression. The new system also uses an external file to fully control all parameters, opening up the possibility for custom rules and even modding. We’ll be able to talk much more about this in the future.
We’ve made a lot of fixes and adjustments for this build, but here are the most important ones:
-You can now drop an item on a portrait to add it to the hero’s backpack, a feature that was requested by many players. There’s no longer any need to manually open the inventory and then click on a slot to put it there. Just left click on the portrait to drop the item, without opening the inventory. If the hero has an empty slot in their backpack, the item will be placed there. Note that, the right mouse button will still open the inventory. This will also work for ammo and stackable items, stacking them automatically.
-Stamina is now fully implemented.
-A cooldown is now applied to a hero after she casts a spell, just like when using items.
Bug Fixes:
-Fixed an issue with the white moon symbol when changing hero’s position.
-Fixed an issue with the adventure book not opening after using esc key.
-Fixed an issue with reading books after they were thrown, leading to some empty text.
-Fixed an issue with the cursor remaining visible when opening in-game quick menu.
-Fixed some jumps when using ladders in the Temple and Jail.
-Improved adventure book’s scrollview behaviour, useful when you have read a lot of books/scrolls.
-Improved auto pickup of ammo, it now by default adds the collected items to the non-casting hand.
Beyond all the changes above, we’ve made improvements to the engine. As a reminder, Dungeon Kingdom’s engine is designed to be used for several games. To make development faster, we need the engine of the first game to be powerful. That’s why we’ve improved it in several ways.
We recently added inverse kinematics to creatures. This allows, for example, the feet of a creature to perfectly touch the steps of stairs, or perfectly follow a slope, all computed in real time. We were not satisfied with the creatures navigation until now, especially in the next areas of the game where there are a lot of stairs and height variations (much more than in the Temple). This is now working great! Also, inverse kinematics gives us the opportunity to make realtime procedurally generated animations: I’ll give you a simple example: when a creature switches a lever on a wall, from any position, the arm moves perfectly with the lever, without any pre computation or any work from an human animator.
The last major feature and improvement is about the artificial intelligence of creatures. The previous navigation module was designed very early on in the project. Since that time, the game has changed and we decided to go deeper with regards to the design of levels, with potentially any shape, lots of floors etc. This game is far from simple 2D grids, as found in most classic dungeon crawlers. So we needed a better system, more robust and more flexible, and it has been developed on these last few weeks. We also improved the decision making module to make smarter AI, and more importantly, to allow mixing it with some specific behaviors when necessary. You’ll understand what we mean in the Jail and the other levels!
Please note that the current creatures in the Temple and City still use the old system and the old navigation module, but they are likely to be replaced over time.
Now I have some great news. In the next build, you’ll explore a new area in Dungeon Kingdom, you will be able to leave the cellar and we’ll open more of the levels to everyone! Finally!
Thanks so much for your patience and support, and thanks a lot to all those who help us fix issues and balancing in the game. To finish the post, check out a few new screenshots…
Hello,
First of all, we want to wish you all a Happy New Year and best wishes for 2017! Hopefully this year will be full of exciting dungeon crawling experiences!
This is the first of our new monthly updates, occurring on the last Thursday of each month. We’ve stealthily updated the game from 0.9.930 to 0.9.932. Included in this update are two core rule sets: the classic one that most of you are playing when launching Dungeon Kingdom, and the second one, which will eventually replace the current one (which is currently only accessible to a few beta tester players). We’ve rewritten all the core rules (damage computation, character progression, etc.). Once testing is complete, we’ll switch everyone over to the new rule set. This should happen within the next few days. This rule set change should make the game more balanced and more enjoyable. It also means we will finally be able to publish the new levels, as the proper balancing was a prerequisite for us before we could allow you to advance further in the adventure.
Beyond the core rules, here are a few new features that have been added:
-Ammo for bows, crossbows, slingshot, etc. don’t need to be in-hand any more. The game is able to get and count all the ammo items in your inventory. This leaves one more hand free (useful for casters).
-Ammo is automatically picked up when walking over it (after being launched for example).
-‘M’ key now both shows and hides the map.
-Reduced some console spamming when hovering over items.
-You can now rebind the strafe keys (check input tab in the launch dialogue).
-Added a few items (dard, etc.).
-Fixed issues with torch holder in the temple.
And of course, a lot of other fixes (spelling, portraits puzzle, pools puzzle, wrong UI elements positions, etc.).
Big thanks to our testers, especially to Micel Dars for the precious help on core rules. And thanks so much for those who left us a positive review.
To end that post, have a look to the Black Mages Quarter area:
Hello! We released version 0.9.930 of the game yesterday. Here's what was included in the update: ----[ New features ]---- -The Saving system has been totally reworked, it’s better optimized, more flexible on the development side, and much more robust and easier to manage for players. Note that we included an “import all save games” button to convert saves from the old system to the new one. At runtime, all old save files are copied into a temporary directory and kept there, waiting to be imported. -The Autosave has been reworked to be less messy. -The amount of damage caused to an enemy is now displayed directly on them (this is optional, you can deactivate it). This also works for spell based damage such as the fireball. -An icon now appears on a character’s portrait when they gain a level.Click on this icon to directly open the character sheet and highlight the increased stats. -Points distribution: from time to time, you will get some bonus points after gaining a level, you can distribute them freely in the characteristics of your choice. -It’s now possible to SWITCH the hero's position. Simply drag and drop portraits to change their position. During the process, a small grid of portraits is displayed to show the current position of each heroes in the team (2x2 grid, with two heroes in the front, and two in back). -A permanent mini automap is shown in the corner (this can be disabled, which will display the compass instead.). -A fullscreen, detailed and scrollable automap (click on the mini map to open it) has been added. It includes an option to automatically add labels with names of rooms and places you’ve been to. -Primary gauges are now displayed while sleeping, so you can just stop sleeping when all of them are full. ----[ Improvements/Fixes ]---- -New Settings panel: Settings is split into several categories (Graphics, Sound…). -Esc now stops sleeping instead of opening an intermediate menu. -Fixed wrong ladder/rope trajectory. -Added a setting to display minimap (if deactivated, display compass instead). -Added a setting to display location labels on the large automap. -Added settings to not allow auto performance tuning. -Added settings for SSAO. -Added settings to show/hide 3D view damage display. -Added quality level for SSR reflection. -Lots of fixes and adjustments to the UI. -Fixed some wrong door orientation on automap. -Fixed particles flame not visible in the intro. -Cursor now hidden when sleeping whilst holding an item. -Mini automap now hidden when sleeping. -Fixed waterskin progress bar not updating when being filled at the fountain. -Cursor rendering order fixes. -Fixed issues with White Moon symbol on the character’s hand. -Fixed White Moon symbol appearing on second character's hand in the tutorial. -Added a text plate in the Offer Room, placed on the basket to inform that it's a basket for offering and that the player should be generous. The plate appears only in easy and normal mode. -Fixed an issue with the Portrait Room when playing with a single hero or if loading a corrupted save -Added labels on automap for the city. -Fixed an issue with teleporters -Fixed the oil lamp issue when falling into the water area. -Added an offset to names in automap and a text justify option. -Fixed the main console line not showing. -Replaced compass center icon with a mini automap (if option for minimap is enabled). -Fixed an issue where all heroes are dead from hunger but the game still continued. -Fixed a bug that occured when loading a game after dying: items from a previous game could still be picked up in hand (was recent a regression). -Game is now paused when reading book/scrolls. -Fixed book/scroll title to "jump" when starting to read. -Fixed issues with mini console. ...The list could go on for ages so let’s stop it here. Note that the new system for casting priest spells is currently on hold. We’ll wait for more votes to decide if we should change it or not, as most players seem to prefer the current system. (check the polls in the previous update post). We have new throwing items (Ninja Star, Throwing Knife, etc.) and spells coming in the next update. Known issue: We identified a small issue in the rendering when SSR reflection is enabled, when you explore the lower levels with dynamic dirt on the walls and floor, leading to some strange white reflection on the bottom of walls in those areas. We’ll fix it ASAP. Oh, and we’re back to updating regularly now! EDIT: There has been some changes to Health points and Mana: Mana Points are now Spirit points and Health Points are now Body Points. It's not just a name change: a hero falling to zero Spirit Points won't be able to attack or use any item. So when you create your team, think twice before creating heroes without any brains :-) And yes, of course this change is important for what will happen in the game in upcoming levels...
Hello everyone! There are only a few days remaining before the next big update of Dungeon Kingdom. Before we put it into your hands, we are launching a second bunch of polls to get more feedbacks about some features of the game. As usual, simple click the links and answer the questions. One poll per link. Poll about Spells System Poll about heroes and NPC animations Thanks so much to those who will take a few minutes to answer. We'll publish a guide a few days later about the next update content as there are lot of new features and adjustments.
Hello everyone! As mentionned before, we care about players opinions. So we are launching a bunch of polls to get more feedbacks about some features of the game. Let's start with two polls. Simple click the links and answer the questions. One poll per link. Poll about Character Progression System Poll about Food management Thanks in advance to those who will take a few minutes to answer.
Dear Adventurers, We are delaying our release by a few months, from end of Summer to mid-December. Even though we desperately wanted to stick to our original timeline, we've determined it best to head to full release with more content and more polish. Delaying until December gives us plenty of time to achieve what we want. This was a tough decision, and we apologize to any who are disappointed by it. We will do our best to release a game we will all be proud of in December. This decision was took by playing and working our own game for the last few months, listening to and observing our beta testers, and getting plenty of kind words from supporters asking that we take our time and to not rush things. We always said we prefer to not sacrifice the quality pof the game to release the game too early. That's our way to think and by respect to our fans who expect a lot from our game, we won't change. We want the best for our dungeon crawler, and making high quality artworks, testing balancing, or supporting lot of languages are huge task for our very small team, but we have so much passion that nothing will prevent us to release the game we always wanted to put in your hands. Dev Update: -We took a few decisions and slighlty modified our way to work, so you guys will enjoy again more regular updates. First of all, we may push updates in english and french only, and we plan to stop the time consuming task of translating all the texts (thanks to all our friends who help us!!!) at each updates. We will make the extra languages translations for the final release only. We will save a lot of time. Secondly, we initially planned to release only 4 more levels, but 4 huge levels (remember our levels are not shaped the same way are most of classic dungeon crawlers as we are not using stack of 2d grid levels). However this requires too much time to test and balance the new areas before we can upload any update on steam... So we took the decision to split the huges levels into smaller ones to make it simplier to push new content regulary. -Valve/HTC and Oculus kindly provided to us some virtual reality headsets and controllers to port Dungeon Kingdom to Virtual Reality platforms. Some good progress have been made so far and we will show something soon. As a reminder, this was one of our IGG promise and the players waiting for it will be happy to know that this feature is on the right tracks. This VR port has the same levels as classic (not VR) version, but you will play a single hero and will interact and move with more freedom. That's all for this long update. Thanks again to all who support us, either by simply sending some kind words, or by offering their help for testing, translating, correcting texts etc. May the power of Adwij be with you!
Hello everyone,
It’s time for an update on Dungeon Kingdom: Sign of the Moon’s progress.
We have been adjusting a lot of the features in the game:
- First of all, we adjusted and in some cases simplified the core rules system to make character evolution clearer for players. All parts have been tweaked, such as character evolution, experience gain, damage, etc.
-Priest spell casting has changed: Now priests do not need Mana to cast a spell. Priest get their power from their devotion to Adwij. You can cast any spell if the hero has the right level to do it. Then, a cool down appears before you can cast that spell again.
-We now allow players to look around on the automap, it’s no longer locked in place.
-Health Points are now Body Points, and Mana is now Spirit/Mind Points. While Body Points don't really change the game, the notion of Spirit Points allows for some new mechanics such as a new kind of attack: the Psionic Attack. Any character with no Spirit Points will lose the ability to perform actions, including physical ones, as their brain is in a paralyzed-like state.
-New spells and new items have been added.
-Better visual feedback when you get hurt, gain new levels, etc. We’ve also added the gauges when you’re sleeping.
-The game is now paused when reading a book/scroll.
-You can now switch around the character’s positions. Front characters can now become back characters and vice versa, at any time.
-Added the ability to use items to cast spells, such as scrolls and staffs.
-Some other new features were added, but we'll let you discover them whilst playing, we don't want to spoil the surprise!
The next update will contain all of the features mentioned above, but we’ll take some more time to test them all first.
On the Level design side of things, we keep adding new levels, and we care about creating a lot of content for all the areas and not simply always reusing the same graphical elements. This is of course time consuming and we want to thank you all for your patience. We don't want sacrifice any content by rushing to push out levels that we are not satisfied with. This is why we have decided to schedule the full release for after the summer. Holidays are coming quickly, and instead of having the final release when many of our players are away, we'll wait until after the summer and take that time to polish the game.
Stay tuned for the next game update, we'll push it on to Steam soon!
Hello! We released version 0.9.926 of the game yesterday. Here's what was included in the update: - Added long ranged weapon system. Currently, a bow and several arrows were added in the temple. It currently requires a game restart, however, we'll make further changes so that you can get the bow and arrows without restarting. - Added two graphics options in the settings menu. - Fixed a lot of French spelling. - Fixed the water disappearing in the pool with the worms. - Fixed part of the giant worm not appearing. - Fixed an issue with saving, resulting in weird level changes with wrong object states. - Fixed the sleeping shortcut working from the main menu, having already left the game. - Fixed some carpets not burning when throwing a torch on to it. - Memorised spells can now be cast whilst the inventory is open. - Fixed mini statue puzzle not working correctly. - Fixed tutorial issues (shouldn't be possible to get stuck in the pit anymore). - Fixed the player getting stuck after taking the Olimenn stone and saving the game. - Various minor fixes.
Hello everyone!
It’s been a while since the previous update about Dungeon Kingdom: Sign of the Moon, so here are a couple of screenshots to keep you going before the next update.
These were taken from some of the later levels in the game. A few of you may also notice the long ranged weapon and item stacking features. Also, the game will now include a secret "VR" mode for testing purposes.
The next public update will arrive soon, with long ranged weapons, item stacking and more settings, especially graphics settings.
The entire Dungeon Kingdom team wishes you a happy New Year!
Hello great adventurers! Minor update tonight: - Fixed some german spellings. - Fixed items attached to holders (like torches) that had some strange behavior, like torches flying around etc. - Improved splash sprite, displaying amount of damage, and now displaying 'missed' message when no damage is emitted. - Restored proper lighting from bees room window. - Restored dialog when clicking on bees room window. - Reduced the speed at which characters get hungry in Apprentice mode. - Added option in settings to invert Qwerty / Azerty modes.
Hello everyone, The game has just been updated to version 0.9.923 This update fixes the Linux version crash, which occurred before arriving in the Main Menu. If you have any issues, please write to us, thanks :) Release Notes: - Autosave was improved: it is not limited to a single autosave slot. Each newly created autosave is added to the saved games list with a time-stamp and when possible it includes the saved game name that it's based on. The small issue a few players got when going back into the city is fixed, however it may still happen when using previously created saved games. - The intro can be skipped more quickly (as soon as it starts, no more fading animation etc.) when pressing Esc. - Fixed a bug that made dialog appear when it shouldn't (occured when starting a new game several times without quitting). - Prevented sleep and inventory shortcuts from working during cut scenes. - Renamed a couple of Heroes. - No need to press enter anymore to validate character renaming operation when creating the team. Enjoy!
Hello everyone, Apart from the usual small improvements and fixes, this update also includes MacOSX and Linux support! These two platform are still experimental, so if you encounter any issues, please let us know. Additionally, the chalice of Sacrifice weight issue has been fixed and the weight display in general has been improved. Some text corrections have been made too. Enjoy!
Hello everyone, Dungeon Kingdom had a major update tonight!!! - Totally rewritten mouse ergonomics. Say goodbye to the Dungeon Master Mouse scheme and hybrid drag and drop: now you can play in the same way as in Eye of the Beholder (and Grimrock). - Added Quick Menu (Open it by clicking on the button at the top middle of the screen) to sleep, go to intermediate menu, or open the Adventure book. - Added Adventure book: simply read a book or a scroll (including spells) and you can read it again anytime from your adventure book. - Added Compass + Automap. Click on the compass to open the local Automap. - Added Settings panel to the Main Menu. - Added Help menu from the intermediate in game menu, to display mouse usage information and keyboard shortcuts. - Hovering over an item in the inventory / hand slots now display information about it (weight, protection...). - Added "Help/Hints" from heroes. Check the option when starting a New Game. A previously created game will have the option enabled automatically in Apprentice and Journeyman modes. The update also includes the following fixes: - Shield protection now working again (and it displays +xxx protection value). - Fixed saved game issue sometimes preventing reloading saved game in the temple. - Fixed creatures walking on tiles that are already full. - Fixed broken wall fragments sometimes preventing the player from moving. - Added uses for Mouse Wheel and Third Mouse Button. ...and countless other adjustments! Important Note 1: Russian, Spanish and German versions are not yet fully updated with the latest content (especially the tutorial, which does not reflect all recent ergonomics changes). Important Note 2: Temple chapter is now powered by a different system for reflections on walls. If you have a significant performance reduction, please let us know. We are currently optimising the new Home Menu scene to reduce lag time when opening it. Enjoy the new features!
Hello, The latest update is here! It includes a much awaited feature: - Local Automap: Click on the new button on the top-middle of the screen to open it. - A new Main Menu scene, which includes a tileset from some new levels we’re working on! Aside from these new features, we’ve also included several fixes: - An issue has been fixed when saving over an old saved game that could lead to a bug when you entered the temple. - Fixed creatures from walking through walls sometimes. - Added Russian language. - Automap on/off choice was added when starting a new game. - Many minor fixes and adjustments. The next build will include new mouse ergonomics and a fix for problems caused by creatures walking on the same tile. Enjoy!
Good news, another update! - A crash that occurred when playing the game for a while has been fixed. There was a live stream session (with the new build) by Skiesgaming and it did not crash at all, unlike the previous version. We tested the build ourselves for 3 hours without any problems. - Fixed some localisation and spelling. - Adjusted the inventory a bit: when you open it, the hands now remain visible and don't scroll out of the screen. Aside from that, there are a few minor fixes.
Hello Everyone, We've uploaded a small update: -Esc key can now be used to leave the in-game menu -Made the Apprentice mode slightly easier -Reduced how often food and drink need to be consumed -Small Worms protection has been reduced -Fixed fireball from being stopped by invisible stuff in some areas -Fixed German version not loading intro after the tutorial -Language choice is now recorded and restored, no need to set it each time you start a new game. -Minor fixes / Adjustments Enjoy! ːsteamhappyː
Dungeon Kingdom: Sign of the Moon
Hydro Games
Hydro Games
2015-11-19
Action Indie RPG Adventure Singleplayer EA
Game News Posts 41
🎹🖱️Keyboard + Mouse
Mixed
(134 reviews)
http://www.dungeon-kingdom.com/
https://store.steampowered.com/app/329040 
The Game includes VR Support
Dungeon Kingdom: Sign of the Moon Depot Linux [1.69 G]
Dungeon Kingdom: Sign of the Moon is a modern real-time dungeon crawling RPG. Immerse yourself in a fantastic adventure in the lands of Pohe Fakesys and investigate the cause of the returning chaos and darkness.
At the dawn of the Fourth Age... You, a poor young man struggling to make ends meet, have been summoned by a strange man claiming to be a member of the prestigious Mages’ Guild, to join him on a great quest. In the hope for a better future, you accept his request, for who could refuse to follow such a seemingly eminent member of the Mages’ Guild? A feeling in the back of your mind tells you that this is related to the strange symbol of a moon on you hand...
Your quest will require you to explore the Dungeon Kingdom world, to uncover hidden treasures, solve puzzles and battle dangerous creatures in many areas, from dark dungeons to snowy mountains.
Features:
- Story Rich: You won't wander into dungeons without experiencing the epic story. You take part in it through interacting with the environment, books, scrolls and NPCs.
- Continuous Gameplay: Dungeon Kingdom's world is made of continuous levels, there's no fading or loading between levels, except for major environment changes.
- Character Customisation: Create and recruit new adventurers onto your team of four. Increase their experience according to your actions throughout the game.
- Enemy Variety: Battle with many kinds of enemies and monsters that have differing behaviours and capabilities.
- Advanced AI: Unlike many crawlers, Dungeon Kingdom utilizes an advanced Artificial Intelligence system. This makes the gameplay more challenging as your enemies are smart and will not merely stand still and attack you.
- Multiple Difficulty Levels: Three difficulty modes are available to best fit any player’s experience of dungeon crawler style games.
- Controlled Randomisation: Certain areas will change with each play-through, along with the locations of items and their stats. This will allow for a higher level of replayablity.
- Physics Engine: Dungeon Kingdom uses a real-time physics engine powered by PhysX, enhancing gameplay with unique puzzles.
- Dynamic Environments: Perform immersive interactions with dynamic environments, such as setting fire to objects and watching the fire spread realistically.
The Team:
Hydro Games is a group of experienced game developers based in France, aiming to develop great games that players will love.- OS: Ubuntu 12.04
- Processor: Dual Core 2.0 GHz Intel or 2.8 GHz AMDMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Minimum quality level is strongly recommended for integrated GPUs
- Storage: 2 GB available spaceAdditional Notes: On low-end devices such as laptops. play on the lowest quality level.
- OS: Ubuntu 12.04
- Processor: Quad Core 2.66 GHz Intel or 3.2 GHz AMDMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Shader Model 4 capable graphics card and 2 GB of video memory
- Storage: 2 GB available space
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