Hey, everyone Fressato here! Were thrilled to announce that...
Dungeon Drafters is getting a Physical Edition!
[hr][/hr] We have partnered up with Red Art Games to make this amazing project a reality, and through this partnership, were excited to offer a Standard edition and a Deluxe limited-edition for the Nintendo Switch and PS5!! Some of you might know that we developed a special board game called Pocket Drafters exclusively for our Kickstarter backers. Now, with the Deluxe Edition, you can snag one of the only 500 copies available for yourself! Dont miss your chance! [hr][/hr]
Kickstarter Rewards when they were being developed [quote]
Pre-orders available Right Now!
[/quote]
Thank you for your Support!
[hr][/hr]Thank you all for the amazing support! We've been working on exciting new things, including this physical edition, and can't wait to share more soon. Youre an incredible community! ~ Fressato
Heads up everyone!
Dungeon Drafters and other great games in DANGEN Entertainment's catalogue are currently on sale with their deepest discounts ever!
Check out the sale page to get in on the sweet deals before it ends on September 16th!
Hey everyone Fressato here!
I hope you're all enjoying the game! We are excited to bring a batch of hotfixes and small changes to enhance your experience. This patch focuses primarily on addressing minor issues and improving the quality of life within the game. While weve made some adjustments to align to a better quality playthrough, we've been careful to make minimal changes, ensuring that your experience remains largely unchanged, just refined.
Thank you all for your continuous support and love for the game. We believe these tweaks will help smooth out various aspects and fix many unwanted issues, making your gameplay even more enjoyable. Possible Spoilers Warning!
Patch Notes
[hr][/hr][quote]
Tutorial Mouse Bug
[hr][/hr]
- The issue players were having while playing in the tutorial dungeon in the 1.1.1.6 version earlier should now be fixed. The game version has not changed, but the problem won't occur if the game is properly updated. We hope everyone can enjoy the patch properly now! Thank you all for your patience.
Monsters and Gizmos Changes & Fixes
[hr][/hr]
- Ember Sage will no longer disappear without dying and possibly softlock the game when performing their action with 1 HP left.
- The Dyna Miasma level change from the previous hotfix, which involved removing the central pillars, caused them to disappear at a Miasma level earlier than intended. Now, they should properly disappear upon reaching Miasma level 3.
- Demiurge will no longer be targetable by spells whose major effect is movement (e.g., Relocate, The Swap, Izuna Drop). However, it will still be targetable by spells that include some sort of pre-action to the movement (e.g., Punt, Denying Palm, Stalagmite, Stalactite), though it won't move after the pre-actions (e.g., Punt will only deal Melee damage). This change ensures that Demiurge remains immovable, altering its previous method of immovability mechanics, as there were still situations where its permanent root could be removed. Additionally, this update allows players to use such cards on other immovable targets, such as the Dummy from the Dune Dome.
- The worm will no longer land on Reflector tiles.
- Crystal and Green Nautilus received a small polish on their SFX.
- Illusionist special rooms in the Glacial Library (the ones with multiple illusionists that start without combat) will now properly transform Gizmos into illusions when the room is generated. This means that rooms with Golem Antennas or dungeon Gizmos will have more illusions than usual.
- Additionally, Illusionist special rooms now have the illusionists being unmovable, avoiding issues of overlapping entities when swapping the real illusionist with a fake one, and hitting any fake to start combat.
- The Tower Pawn's HP changed from 2*2 to 1*4.
- The Pawn will no longer disappear without dying when getting onto a promotion tile, fixing this bug that could lead to softlocks.
- VFX and SFX were polished for when the Pawn completes it's puzzle.
- Catfish will no longer target Fishbait to entities immune to lure, including the player.
- Dealer is no longer immune to charm, returning to the mechanic of dealing purgeable effects to the player if charmed by a Siren.
- Dealer now properly shows a target over the player in their preview.
- The Ancient Effigy now properly increases the mechanics of Miasma when defeated at the Tower. The QA team reported that even if the game's interface and runes recognized the Miasma changes, the dungeons would not increase Miasma unless the Effigy was defeated in the Tutorial. It is important to remember that Miasma only affects the four cardinal dungeons. The Tower and Misty are not affected, meaning they won't experience any mid to late-game difficulty changes. Additionally, Bosses only have four stages of Miasma, as the fifth level only applies changes to dungeons special monsters layouts, and corrupted shrines.
- The Innkeeper quest will now properly consider the Ancient Effigy as a boss to kill in his final quest.
Cards Changes & Fixes
[hr][/hr]
- Downpour, Copycat, and Adrenaline now properly count their triggers for quests.
- Blast Stones now preview their radius when casting the card, helping players calculate their areas of damage/effect.
- Headhunt now has the proper range adjusted and previewed as intended. Additionally, to align its value with other Traveler cards with similar rune and rarity, its bonus now is a +5 damage.
- Flamberge phaser now deals 2 Burn for each point of melee damage dealt on the target unit.
- Some VFX for cards mentioned above were polished.
- Some cards received an extra trait or a trait change to better indicate their functionality or to add flavor and better connect to their description.
- Shadow Strike now properly deals the amount of Stealth described on the card.
- Alpha, Beta, and Gamma Star will now trigger their warnings at the start of the Caster's turn. This change should not significantly affect the cards' mechanics in most cases, but it aims to simplify the communication of its effects to players through the cards descriptions.
- Some projectile cards still had a deprecated camera function of slightly following the Mouse while casting, they are now corrected and will follow the pattern of having a fixed camera in the center of the Dungeon room.
- Some cards that summon warnings (e.g. Killing Arrow, Avalanche Slam) that still didn't work out-of-combat now should function properly.
- Killing Arrow warning now has a small visual effect to indicate it will fall in the next round.
- Hook preview received a fix for a specific situations where the player movement simulation wouldn't work properly.
Dungeons Changes & Fixes
[hr][/hr]
- The Shinobi Puzzle was rolled back in the previous hotfix (.5) to the version before Shuriken changes. Now it should be properly back to the 1.1.1 version considering the new Shuriken teleport range.
- Visual Fix for previews while casting cards over specific interactable tiles (cannon, turn pad, sacrifice, switches, promotion, and reflectors). Tiles would not properly be overlayed by the preview tiles, now it should work properly as other traps.
- Webs will now disappear at the end of combat or when a turn ends while no combat is happening unless they are over Chasms, Magma, or Ice tiles.
- Magma city geysers will no longer trigger when there is a trap over them, behaving like other dungeon traps in the game.
- Rope Shrine VFX received a slight polish.
- Fixed a bug where selecting "no" on the Rope Shrine would trigger it anyway.
- Small changes to the Fishing rooms were made to better position the Broken or Rope Shrines.
- The elevator animations for both leaving and arriving were slightly sped up by a total of a second and a half.
- All Stealth VFX props from all dungeons are now properly indestructible props to avoid confusion about targeted and melee attacks interactions with destructible props.
- Plague Stalker preview has been slightly reworked to better communicate its actions.
- Unknown Being Xuaih will no longer target tiles with other Xuaih during Rain Of Stars attack.
- Monsters that summon warning tiles will now display the warning damage as a splash damage tag during the preview of their action. This was added to help players more easily determine the severity of each attack and evaluate if staying on that tile is a valuable strategy during battle.
- Glacial Library's stalactite special rooms in the Glacial Library will no longer target gizmo tiles or tiles with enemies, and the number of tiles marked per round has changed from a maximum of 7 to a maximum of 9.
Interface Changes & Fixes
[hr][/hr]
- Some extra text has been added to better communicate specific mechanics. In addition, there were text and grammar fixes in various languages.
- Some missing inspectables were added to facilitate the readability of major UI elements. With this change, all card information screens (Deckbuilder, Booster Opening, Guide, Dungeon Reward/Bag, and Draft Mode) now have tooltips for the rune level of cards and their rarity.
- Booster Open All button now properly displays its text when the first booster is not selected (previously defaulting as a second close button).
- Open Booster now properly scrolls long lists of different boosters. The collision spacing between boosters was widened by a few pixels, making it easier to scroll with the mouse without changing the normal use of the screen.
- Exclamation marks on new boosters now disappear when hovering over instead of when clicking them, while on the Booster Opening screen.
- The game's camera for non-standard (16:9) resolutions will no longer distort the pixel art. A new custom border was added to embellish most of these resolutions. Vertical resolutions (e.g. 9:16) might still have black borders depending on how you adjust the game's window.[quote]
- Note that the minimum game window requirement will always be 640x360. If any of these values do not fit within the current window resolution, the game will display a black screen.
- Additionally, this change aids us in further investigating the issue where certain hardware was causing the game to crash randomly when playing on Borderless Window at non-standard resolutions. While the solution provided in this patch may not have completely resolved the issue, as we are unable to properly test it and be sure it is fixed. Playing in Windowed or Fullscreen mode with a Frame Rate adjusted to your screens limit will help mitigate effects if they happen to you. Both of these settings can be adjusted in the options menu.
- The bug where the Boosters tab on the Town's UI wouldn't lose the exclamation mark when using the Booster Manipulator is now fixed. Similar issues with this tab should no longer occur.
- A bug where the rune slots would become unselectable when changing from gamepad to mouse controls is now fixed.
- Fixed Arena Flags not properly adjusting their highlights when loading a save from any dungeon.
- Fixed [spoiler]True[/spoiler] Ending cutscene problem where beating the game more than once without restarting would cause the [spoiler]first[/spoiler] cutscene to be mostly a black screen until the last frame after the second completion.
Hey everyone Fressato here!
I hope you're all enjoying the latest patches! As we mentioned in our previous post, 1.1.1 was our last major update as we shift our resources to new projects. However, we've seen the need to release some additional hotfixes and small patches to further improve the game and address some issues.
Weve made bug fixes and quality of life changes based on your feedback. Also, some of the changes in these hotfixes were meant to be included in 1.1.1 but weren't implemented in time for the patch due to various reasons. Weve addressed these to ensure the game is in its best possible state. All of those should be disclosed properly down below. Thank you for your continued support and feedback. Here are all the fixes and changes between versions 1.1.1.1 and 1.1.1.5.
Patch Notes
[hr][/hr]
Quality of Life Changes
[quote]
Text Corrections in Multiple Languages
[hr][/hr]We've made numerous grammar and consistency corrections to the text throughout the game. Our goal is to ensure the language is as clear as possible, based on player feedback from both Steam and Discord. While these changes might not be immediately noticeable, please rest assured that if you reported an issue with the text through the appropriate channels, it should now be fixed.[/quote][quote]
Deckbuilder UI for Controllers
[hr][/hr]We've made adjustments to the UI interactibility in the deckbuilder to improve the experience for players using a controller.[/quote][quote]
Map Selection for Controllers
[hr][/hr]When using a controller, both Scavenger and StageCoach will now have a dungeon/region pre-selected for the player, displaying its image, description, and difficulty. Previously, a region was selected, but players needed to interact with the interface before any information appeared.[/quote][quote]
Secret Character Movement
[hr][/hr]
- The movement of the secret character has been slightly reworked to be less dizzying for some players.
- The secret character will no longer change their custom movement when hexed. They will continue to use it while having the effect. This addresses the bug where the movement would be lost after losing Hex.
Miasma on Shrines
[hr][/hr]Corrupted Shrines will now mantain their pad under them, but they will be faded to indicate that they cannot be utilized. This change helps clarify that the shrine can still be activated with the Heavenly Slip curio.[/quote][quote]
Adventurer's Shadow Fix
[hr][/hr]The Adventurer's Shadow entity from the Tower has had its counter and throe mechanics fixed to address some minor issues.[/quote][quote]
Trading Hand Visuals
[hr][/hr]The trading hand now features a smoother animation for its trigger tile disappearing when hit by the player.[/quote][quote]
Thermostat Targeting
[hr][/hr]Thermostat now properly applies Wound only to entities it considers enemies of its summoner. Thermostats from dungeons attack allies, while player thermostats attack enemies.[/quote][quote]
Small VFX Changes
[hr][/hr]Some VFX have received small additions to better communicate their effects.[/quote][quote]
Crazy Rooster Sound
[hr][/hr]The Crazy Rooster is now less loud.[/quote]
Changes Intended for 1.1.1
[quote]
Cards Ranges and Targets
[hr][/hr]
- Blink now has the intended range, forming a 5x5 box without corners instead of a diamond shape.
- Blooming and Earthbind's root area of effect has been increased from 5x5 to 7x7.
- Heroic Stand can now be cast on both the player and any monster.
Shrines Spawn Rate
[hr][/hr]The spawn rates of some Special Shrines have been increased based on observation of playthroughs and community feedback.[/quote][quote]
Ancient Effigy
[hr][/hr]The Ancient Effigy will now adjust its starting action at the beggining of the Boss Fight based on the player's HP and the number of petrify statues in the room. It will alternate between Gaze and Reanimate. This change aims to speed-up the fight and reduce frustration for new players in the tutorial, while maintaining the standard fight for experienced players. Additionally, this adjustment affects the Boss Rush, skipping a ineffective turn from the effigy at the start of the fight.[/quote][quote]
Conditional Trait
[hr][/hr]A new Trigger trait has been added! All conditional trigger cards now have this trait, making them easier to identify in-game. Please note that this is exclusive to cards and serves a purely meta purpose, helping players identify and locate these cards for quests, as requested by many.[/quote][quote]
Strider Glove
[hr][/hr]Strider Gloves now properly doesn't trigger with only the default movement. This change was intended for the 1.1.1 update but was accidentally reverted during the game update process, resulting in the need to quickly adjust the description between versions 1.1.1 and 1.1.1.1. With this fix, Strider Gloves now function as intended. Additionally, to compensate for this adjustment, the charge has been changed from 3/3 to 2/2, ensuring it remains useful for the many traveler decks that utilized the curio previously.[/quote][quote]
Other Curios Changes
[hr][/hr]
- Anvil Charm charge changed from 3/3 to 2/2
- Hunter's Eye charge changed from 3/3 to 2/2.
- Planar Prism charge changed from 3/1 to 4/1.
- Plasma Quartz charge changed from 2/2 to 1/1.
- Ritual Dagger charge changed from 2/2 to 1/1.
- Smoke Bomb charge changed from 2/2 to 1/1.
Glacial Library Boss Fight
[hr][/hr]In the Glacial Library boss fight, the center pillars should now be removed when fighting on higher miasma levels. This change was intended to be included in a previous major update but was inadvertently overlooked. It has now been properly implemented.[/quote][quote]
Player Traps Timing
[hr][/hr]All player traps that were not standardized previously now function properly. They will disappear only at the end of combat or after a turn when out of combat.[/quote][quote]
Disease new Interaction
[hr][/hr]Healing while Diseased now removes 1 Disease. This is a interaction exclusive to the Player and described in the Disease card.[/quote][quote]
Metal Box Consistency
[hr][/hr]The metal box from Magma City now properly deals damage similar to crystal gems. The main difference is that metal boxes can also damage the player.[/quote]
Other Bugfixes
[quote]
- Warnings no longer interact with other cards and environments in an unintended way. This issue was noticed and fixed immediately after the 1.1.1 release, despite going unreported.
- Champion Nuesh won't receive Stealth during the Enrage action turn on higher Miasma. This prevents the instant Lure cancellation of the action by the Crowd dealing stealth after it.
- Fling will no longer activate triggers at the final tile of the entity's movement before the entity receive damage. This change prevents a potential softlock where an entity with 0 HP would fall into a Chasm.
- Hinokami now properly triggers the Crush VFX when crushing an entity during the Dive action.
- Succor targeting during the casting process has been fixed.
- Baleful Shot can no longer target shield effects. The implementation of shields is particularly different from other effects, causing Baleful Shot to not work properly. To prevent bugs and avoid players wasting AP and their effects, Shield cards are no longer selectable to cast. This change is also reflected in the card's description.
- The trait values of some monsters and cards have been fixed.
- A bug from version 1.1.1, where the Ancient Effigy would land on an already occupied tile, has been promptly fixed following the update.
- Many card previews with small specific inconsistencies have been fixed. This includes issues such as projectiles from a specific distance previewing their arrows in wrong directions, highlights on cards showing entities that should not be hit receiving damage, and more.
- Punt Ogre now properly animates their Lure attack.
- Decorative lava waterfalls in the magma city boss fight are now properly layered.
- Vinethorns will no longer cause the game to softlock when stepped on during the last action point while out of combat.
- Fixed the Frozen Meteor issue were it would summon the prop when casted in tiles occupied by sturdy units.
- Stone Sigil will no longer grant the player infinite immortality if it dies while Diseased or by Petrification.
- Thran Dynamo will no longer overlap entities inside one another in specific situations.
- Numerous inconsistencies and bugs in Shadow Warrior have been addressed and fixed.
- The Tome Shrine Praying secret had a small inconsistency that has been addressed and fixed.
- Demiurge will no longer encounter issues moving entities away from their spawn tile, even if they are sturdy entities.
- Demiurge will no longer lose its movement immunity after attacking itself. Additionally, Demiurge will no longer attack itself with Ancient Pyre.
- Players will no longer remain highlighted after the first monster acted while playing with a controller.
- Aerial Ace will no longer cause issues when targeting a monster over any rooting tile while flying.
- Phantom Throw now features a consistent preview similar to Card Throw.
- Siren and Broodmother targeting has been fixed. They now properly perform their actions as expected.
- Treasure Hunter Hookshot visuals have been fixed.
- Treasure Hunter will no longer cause the game to softlock after Hookshoting next to a door and inadvertently ending the combat before completing the movement.
- Shinespark will no longer crash the game when casted in the direction of a mirror reflecting the player into a wall.
- Ember Sage will no longer die before being able to deal damage when at their last hit point.
- Fixed a bug where players were eventually unable to scroll down when saving too many decks while playing on a controller.
- Many visual bugs related to the Worm have been fixed.
- Reflection should now properly target allies in stealth.
Thank you!
[hr][/hr]
As always, thank you for all the support! We hope these patch notes help everyone navigate the fixes and small patches made over the last couple of months. ~ Fressato
Hey Everyone! Fressato Here
Wow! It's hard to believe it's already been a year since Dungeon Drafters released on PC. Reflecting on the journey, it's been a whirlwind of change, growth, and unwavering support from our incredible community. We can't express enough gratitude to those who took a chance on our game. From the anxiousness of releasing the game to the pinnacle of winning the Grand Prix Award at Busan Indie Connect, our journey has been amazing! With your help and patience, we've weathered bugs, released patches, and navigated through changes. Looking back, every ounce of effort has been validated by those moments when a player connects with our game. Knowing that our creation has resonated with someone is a feeling like no other.
Nevertheless, let's shift our focus to the reason for this announcement.
The LIMITED EDITION Explorer Plushie!
[hr][/hr]
The Makeship campaign for The Explorer Plushie is officially underway! This is your chance to commemorate One Year of Dungeon Drafters and take our [strike]cutest[/strike] bravest Labbit on his next adventure: your home! Don't miss out on this incredible opportunity to own a piece of our world.
Click HERE to go to the Campaign Page!
The Plushie will only be available until May 19th!
Humble Devious Deckbuilders Bundle
[hr][/hr] Also, just as a quick reminder! We are currently participating on the Devious Deckbuilders Bundle!
This will be available until next Friday, May 3rd! So, if you still haven't gotten the game or know someone interested and wants to have an opportunity to try it out, this is an amazing chance not only to acquire Dungeon Drafters, but also other amazing Deckbuilders, all for a very affordable price!
Click HERE to go to the Bundle Page!
Not only will you be getting even more amazing games for an optimal price, but you will also be helping the Cool Effect charity, a very cool cause if you allow me to say that SlimeHat
Thank You!
[hr][/hr]
We want to thanks everyone from the community for this amazing year! We hope everyone finds joy in the game and keeps being the fantastic community you all are! You're all genuinely incredible! ~ Fressato
Hey everyone! Fressato here.
We're finally close to completing our First Year since our PC release! And as promised, we've got quite a literal gift for the community!
We're announcing the Explorer Plushie Giveaway!
[hr][/hr][quote]
[/quote] As most of you know, we've partnered up with Makeship to deliver an awesome Explorer Plushie exactly on the date we complete a year since our PC release. And with that partnership, we're able to deliver an AWESOME giveaway of not one, but TWO Explorer Plushies! One for each winner.
Now, cutting to the chase, to participate:
[hr][/hr][quote]
[olist]
[/quote] And that's it! You're already taking part in the giveaway with just these two simple steps. The giveaway ends on April 26th at 2pm (ET), and Makeship will contact the winner through Twitter DMs. Wishing the best of luck to everybody!
Thanks for this amazing year.
[hr][/hr] I want to personally, as always, thank everyone in this amazing community. We've had an amazing year, and it's always awesome to see many of our passionate players push the game further into new grounds! Even though this is the final announcement for the anniversary, we still have cool things to come, like the game's encyclopedia and some other projects that are currently under NDA. Note that this might take a bit more time to be done, but we will keep working on them and be sure to announce everything on Steam and our main Social platforms (Discord and Twitter). Good luck everybody, and Thank you! ~ Fressato
Hey Everyone! Fressato here with Exciting News!
We're thrilled to share another exciting development as Dungeon Drafters celebrates its anniversary!
Dungeon Drafters on Humble Bundle!
[hr][/hr]
Yes, that's right! We're part of the Devious Deckbuilders Bundle! If you haven't experienced Dungeon Drafters yet, or if you're eager to explore other fantastic deckbuilding games, now's your chance! This is a great opportunity to join us in celebrating Dungeon Drafters' anniversary! [quote]
Get the Deckbuilders Bundle Today!
[hr][/hr]
[/quote]
Other Amazing Games Included:
[hr][/hr]https://store.steampowered.com/app/1755830/Astrea_SixSided_Oracles/ [hr][/hr]https://store.steampowered.com/app/1028310/BOOK_OF_HOURS/ [hr][/hr]https://store.steampowered.com/app/1717640/Mahokenshi__The_Samurai_Deckbuilder/ [hr][/hr]https://store.steampowered.com/app/1434540/Zoeti/ [hr][/hr]https://store.steampowered.com/app/981430/Gordian_Quest/ [hr][/hr]https://store.steampowered.com/app/1057800/Floppy_Knights/ [hr][/hr]
Don't miss out on this opportunity to expand your Steam Collection!
[hr][/hr] Hope we can reach even more players who didn't have the opportunity to play yet! Plus, with every purchase, you'll be supporting the Cool Effect Org! Stay tuned for one last exciting announcement during our anniversary celebration. Your love and support mean everything to us! ~ Fressato
Hey everyone!
As we promised, we're celebrating a year of Dungeon Drafters with a host of special projects. Heres the first awesome announcement were excited to share with you!
Introducing The Explorer Plushie
[hr][/hr]Joining your adventure beyond the screen is The Explorer Plushie, the bravest Labbit from the World of Four Corners! Makeship has given us the chance to bring a slice of the Dungeon Drafters universe into real life, and we're ecstatic to unveil this project that has been in the works for several months! [quote]
[/quote][url=https://www.makeship.com/products/the-explorer-plush]Check The Explorer Plushie Campaign Page HERE! This Limited Edition collectible stands as an emblem for true Drafters and a testament to the adventures that lie ahead beyond the game. With The Explorer Plushie at your side, every corner of your room can unfold into a new adventure!
Mark Your Calendars!
[hr][/hr]The campaign kicks off on the 27th to celebrate a year since Dungeon Drafters was released, and it will last just a month. Dont miss your chance to claim this limited edition companion! Plus, weve got something special for the Early Birds! Keep an eye on our Twitter @DungeonDrafters or Official Discord Server for an exciting opportunity right before the campaign launches. You wont want to miss out on this!
The Explorer awaits!
~ Fressato
As Dungeon Drafters approaches its first anniversary, we're filled with gratitude for the journey we've embarked on together since the game's PC release on April 27, 2023.
[quote]
[/quote]Exclusive Promo Art Created for the First Anniversary Celebration!
Hey everyone! :SlimeHat: Fressato here to share some news.
It's a bittersweet moment as we share some pivotal news about the game's future. With careful consideration, we have decided to conclude active development on Dungeon Drafters. This decision comes as most of our team transitions to an exciting new project, necessitating a shift in focus and resources. This new venture involves a change in engines and a dedication to ensuring the success of Manalith Studios' next chapter. We are committed to continuing to make awesome games for all of you! However, this is far from a goodbye to Dungeon Drafters. Our commitment to supporting you, our incredible community, remains unwavering, and our engagement with everyone will continue. We love sharing and learning about the game with everyone! Beyond ongoing non-development related support, we're eager to share and complete various Dungeon Drafters extra projects we have in the pipeline. Plus, were preparing something special for our one-year anniversary celebration, so stay tuned for a surprise we can't wait to unveil ;) I personally suggest that everyone keeps an eye on our Twitter/X and Discord for sneak peeks and updates on all things related to Dungeon Drafters and beyond. In light of this transition, we're determined to celebrate Dungeon Drafters' anniversary in style and give back to you, our players. Although some gifts will be revealed throughout the month, we're kicking things off with something special everyone can enjoy right away. [quote]
[/quote]A Peaceful Day on the Island
Introducing UPDATE 1.1.1!
This update addresses numerous issues identified and reported over the last few months, including some pesky persistent bugs that have been around since the game's release. We're optimistic that this includes a fix for the infamous memory leak. [hr][/hr]
It's important to note that while the console versions may receive some minor, exclusive hotfixes due to platform-specific bugs, these hotfixes are primarily handled by Dangen with our guidance on critical issues. We anticipate a slight delay in console updates due to store approval processes but expect everything to be available as soon as possible.
[hr][/hr]
Thank you for an incredible year with Dungeon Drafters, and here's to celebrating together with this final update!
[quote]
[/quote]What does A New Tomorrow hold?
UPDATE 1.1.1 Patch Notes
[hr][/hr]
- MEMORY LEAK FIX!
[quote]
- The pesky memory leak issue, which persisted on some specific computers even after our attempts to work around it, should now be completely resolved! While we still recommend users experiencing any frame drops to set their refresh rate to 60 fps, crashes related to Unitys memory issues should no longer occur.
- Card Changes
[quote]
Balance Related
[hr][/hr]
- Warning Summons: Cards that summon warning-based traps (e.g., Killing Arrow, Avalanche Slam, Star Relocate) no longer allow stacking warnings on existing ones.
- Sow: Updated to require selection of 4 tiles to summon Health Fruits, bringing more flexibility compared to the previous fixed summoning positions.
- Sound the Horn: Expanded from a 5x5 to a 7x7 box around around the player and Stun has been increased from 1 to 2.
- Shuriken: Teleport casting is now limited to diagonal tiles only, effectively creating an 'X' pattern for teleportation.
- Cardinal Shot: Damage increased from 3 to 4, with Stealth also increased from 3 to 4 on polyhit. The area of effect has been adjusted closer to the player to improve the usability of the card.
- Heroic Stand: Now grants Immunity 3, previously dealing only Immunity 2.
- Marsh: Damage to rooted entities increased from 1 to 2.
- Quick Jump: Range reduced from 7x7 to 5x5 box around the player.
Bug Fixes
[hr][/hr]
- Stalactite and Double Shot Softlock: Both issues have been resolved.
- Ghastly Shroud: Fixed casting that now prevent selecting tiles that can cause certain game-breaking scenarios.
- Overload: Can now be correctly cast over traps.
- Petrify Preview: Accurately indicates re-drawing Petrify upon discard.
- Tornado Field Trap: Adjusted to prevent falling into holes.
- Tempest: Now applies stun to entities summoned on its tiles during the casting period. For instance, a mummy emerging from a destroyed sarcophagus by Tempest's Damage will now be stunned.
- Pounce: Addressed a bug that could potentially lead to a softlock, although no reports of this issue were received.
- Puppet Master: Now consistently applies charm to entities that were originally enemies.
- Trap Interactions: Fixed issues with certain summoned traps conflicting with in-dungeon trap tiles, ensuring proper overrides.
Miscellaneous Adjustments
[hr][/hr]
- Card Traits: Numerous cards have received a revision of their traits to more accurately represent their actions.
- Directional Shield Effect Card: Preview now correctly shows only in the determined direction, enhancing clarity, the casting selection remain unchanged as it was previously correct.
- Kunai, Infinite Kunai, and Hook: Previews have been polished for clearer communication of the cards' effects.
- Crystal Trick: Now accurately shows the effective area of damage from the Trick Effigy when casting.
- Origin Orbs: Enhanced with additional visual effects and indicators.
- Finishing Move: Received a minor timing adjustment for smoother execution.
- Frozen Meteor: Visual and timing fixes have been made.
- Slimy Fireball: Received a slight visual polish.
- Curio Changes
[quote]
Balance Related
[hr][/hr]
- Barbed Wire: Damage on rooted entities has been increased from 1 to 2.
- Odd Incense: Charge increased from 1 to 2.
- Horai Mask: Charge decreased from 5 to 3.
- Abacus Charm: Charge Increased from 6 to 7
- Spear Charm: Charge decreased from 4 to 3.
- Sandals Charm: Charge decreased from 7 to 5.
- Anvil Charm: Charge decreased from 5 to 3.
- Porcupine Hat: Charge decreased from 2 to 1.
- Clean Mirror: Charge increased from 2 to 3.
- Land's Bounty: Charge decreased from 5 to 4.
- Vampire Hood: Charge decreased from 3 to 2.
- Smoke Bomb: Charge increased from 1 to 2.
- White Stone: Charge decreased from 10 to 7.
- Megistus Boots: Charge decreased from 10 to 5.
Miscellaneous Adjustments
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- Stormbringer: Enhanced Visual Effects, now more aligned with the curio's theme.
- Boss Changes
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Ancient Effigy
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- Effigy Hands will now display a proper Death Animation upon being defeated.
- A "connection line" visual effect now connects the Effigy with its hands.
- Multiple checks have been added to Effigy Hands to prevent them from being positioned opposite of the intended direction.
Dyna, the Dragon Sorceress
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- Attacks that apply Root now will apply Disease instead, for better consistency with other similar abilities.
- Adjustments made to disable collisions in Dragon Form while attacking, addressing potential bugs.
- Enhanced summoning state visual effects during higher miasma.
- Minor timing adjustments to her Counter sequence upon death for smoother flow.
- A visual bug that affected Witchcraft Warlock moving animation when summoned by Dyna has been fixed.
Champion Urmah & Champion Nuesh
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- Visual effects and timing for Nuesh have been adjusted to enhance the boss fight flow.
- Urmah has received an improved visual effect for its Enraged state.
- Higher Miasma Crowd Cheer now functions properly with Reflection summons and display appropriate visual effects.
Unknown Being Xuaih
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- Fixed a softlock issue where the game would freeze if the original Xueih was sleeping and a clone received the fatal blow.
- Mitosis calculation has been made more complex, increasing difficulty in predicting and keeping clones together.
- Plague Split attack now also applies Root to better synergize with the boss's other behaviors.
- Various fixes implemented for targeting and teleport preview clarity.
Primeval Spirit Hinokami
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- High-miasma over-magma damage has received visual and timing adjustments for smoother execution.
Demon Lord
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- Significant polish applied.
- Cards now closely mimic player cards without major value changes, aimed at improving consistency.
- Almost all preview states have been adjusted to improve clarity on the Demon Lord's attacks. Note that some previews, by the game's nature, were not possible to implement. However, all are related to cards the player has access to and can understand outside of the battle.
- Monster Changes
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Balance Related
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- Blue Nautilus: Adjusted the Blue Nautilus's teleport behavior to prevent spamming, now mirroring the Green Nautilus by teleporting only when an enemy is nearby or moving one space to a random adjacent position otherwise.
- Ember Sage: Now immune to burn.
- Leaf Sage HP: Leaf Sage's health has been adjusted from 5 to 3.
- Ice Golem: Adjusted behavior to move and then summon stalactites, preventing it to hit itself with their own stalactites.
- Thermostat Gizmo: Introduced a relationship parameter akin to other Gizmos in the Glacial Library, mainly affecting the Ice Floor's disappearance timing between player-summoned and dungeon's thermostats, for a more consistent gameplay experience.
- Ogre: Throw attack adjusted to properly execute splash damage, consistent with other throws in the game.
- Jelly Slime: Jelly slime and its remnants have been adjusted to avoid summoning traps over neutral entities.
Bug Fixes & Miscellaneous Adjustments
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- Monster Targeting Behavior: Monsters will no longer target entities that have fallen into holes within the same round, instead defaulting to fallback behaviors or seeking new targets.
- Multi-Hit Creatures Fix: Addressed a bug where multi-melee creatures could attack long-distant props that can move, such as twin gems, without moving.
- Connection Line Visual Effect: A "connection line" visual effect has been added to monsters with important mechanical connections, akin to those seen with golems and their antennas or mages.
- Hourglass Calculation Correction: A miscalculation in the Hourglass's behavior has been fixed, making it simultaneously [strike]less irritating[/strike] more challenging to engage with.
- Sandworm: Enhanced visual effects now enrich the Sandworm's Burrow state, and a proper sprite has been added for its appearance when frozen by the Sword Shrine.
- Duelist: Received subtle visual fixes and polishing.
- The Manalith: Received visual polish and adjustments.
- Angel Champion and Shrouded Mummy: Corrected damage previews to reflect accurate damage values.
- Scrolls Animations: Scrolls have been corrected and now properly display their death animations.
- Hourglass Preview: The Hourglass now consistently displays the Timecraft trait in their actions.
- Broodmother Summoning Fix: The Broodmother will no longer summon spiderlings on incomplete webs over chasms, preventing unintended falls. Now, they will wait for the web to form if necessary.
- Catfish Preview: The preview for the Catfish Lure trait has been corrected from 1 to 3.
- Ember and Leaf Sages: Casting visual effects have been polished.
- Gravestone Preview: Gravestone has been updated to display its proper traits.
- Chakram Sounds: Addressed and fixed sound issues related to all chakram projectiles.
- Vermin Death Sounds: Fixed an issue with vermin enemies' death sounds playing twice.
- Dungeon Changes
[quote]
Tutorial
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- Tutorial Drops Adjustment: Tutorial rewards have been removed from the Rest Room. Instead, players will now begin their journey on the beach, equipped with 1,500 shards and a basic booster pack in their bag. Additionally, rewards after boss battles have been slightly increased. This change aims to mitigate frustration for new players following a challenging boss fight, discouraging any overjustification effects and enhancing the overall experience.
- Tutorial Birds: Made a small visual adjustment to the birds on the Beach of the tutorial.
Glacial Library
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- Stalactites Polish: Enhanced the visual effects and sounds of stalactites hitting the ground for better visual feedback. This change has also been applied to the card.
- Missing Antennas: All rooms have been revisited to ensure that antennas appear alongside the golems in all rooms.
Dune Dome
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- Dune Dome Ambush Rooms: Now apply Wound 2 to the player in addition to giving Stealth 1 to enemies.
- Ground Spikes: Adjusted to deal 1 damage upon contact, instead of 2.
- Dune Dome Obelisk: Updated and fixed the visual effects of the Obelisk that counts down the timer for the Jail.
Lost Wreckage
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- Possessed Chest Statues: Resolved a softlock issue involving the transformation of a Monster Sword Statue into another entity in the Possessed Chest rooms.
The Tower
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- Tower Floor Layout Revision: Some Tower floor layouts have been removed to avoid redundancy and improve engagement, addressing feedback that some configurations contained too many rooms.
- Armor Stand Prop: Can now be interacted with cards and actions that perform movements.
- Tower Pressure Plate Puzzle: Fixed an issue where a specific pressure plates could not be activated as it was placed over Chasms.
- Tower's Pyro Crystal: Magma no longer remains indefinitely in a room after activation. It has been adjusted to disappear after a certain period, as it always should.
Town Arena
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- Arena Puzzles Adjustment: Sword, Tome, and Stone puzzles have been edited to counteract exploitative strategies, crediting MegaManBK7 for finding those.
- Shinobi Arena Puzzle: Adjusted to align with the Shuriken teleport changes.
- Arena Teleport Animation: Introduced a teleport animation upon entering a puzzle room in the arena.
- Miscellaneous Changes
[quote]
Adjustments and Improvements
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- Guides Encyclopedia Revamp: Both monster and props sections of the Guides Encyclopedia have been uniquely reworked for enhanced distinction.
- In-Town Shard Indicator: Introduced a small indicator at the bottom right of the screen in town to better indicate the possibility of displaying current shards and gems.
- Sound Improvements: Added a variety of new sound effects ranging from NPC interactions to secret boss attacks.
- Death Animation Loot Display: Adjusted to show loot lost in death animations 360 around the player, previously 180.
- Oracle Section Props: Ensured props shown in the oracle section of the town are relevant and make sense, focusing on puzzle props.
- Text Adjustments: Implemented a series of text fixes and adjustments across the game, enhancing readability and information clarity.
- Character Selection Sprites: The small sprites within the character selection have been adjusted for better spacing, addressing previously uneven negative space around them for a more visually balanced selection screen.
Bug Fixes
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- Saved Decks Navigation: A minor UI issue with vertical navigation in the Saved Decks list, affecting gamepad users with over 10 saved decks, has been resolved.
- Stone Shrine and Petrify Softlocks: Addressed softlocks related to the Stone Shrine activation and receiving multiple Petrify effects in the training room.
- Menu and Tutorial Lock Update: Menus will remain locked until all queued tutorial pop-ups are completed. This change prevents softlocks in specific situations.
- Tome Shrine: Received an extra visual polish when activated.
- Fishing Minigame Prompt: Corrected the exit prompt in the fishing minigame.
- Quest Counter Fix: Corrected broken quest trackings.
- Fishing Minigame: Fixed an issue with duplicated fish names.
Thank You!
[hr][/hr] Thank you, everyone, for the incredible support, love, and joy we've shared in this community over the past year. On a personal note, as the Lead Designer of Dungeon Drafters, I am filled with immense joy every time I come across a comment on social media, a YouTube video, or a Twitch stream featuring our game. Rest assured, if it's possible to find it by searching for "Dungeon Drafters," I've seen it, and it warms my heart to witness so many people enjoying and sharing what we've created. Your enthusiasm and engagement have been overwhelming. The entire team is deeply grateful for everything we've experienced together thus far and excited for what the future holds! Please continue to stay tuned for announcements, as mentioned earlier, and I eagerly look forward to interacting with you all soon. Here's to many more moments of shared enjoyment. You guys are incredible, and you made all the hard work truly worthwhile! ~ Fressato
Hey Adventurers! Dungeon Drafters has just released on Nintendo Switch, PS4, PS5, Xbox One and Xbox Series! [previewyoutube=vcK5xz8Fh30;full][/previewyoutube] Head on over to your favorite platform's digital store to dive in on consoles today!
Hey everyone! Fressato here
The Steam Autumn Sale starts Today!
We are excited to offer a 20% discount for Dungeon Drafters! We hope our incredible community continues to grow in the coming week. To those currently immersing themselves in the game, we wish you the utmost enjoyment with the latest 1.1 Update! And with it...
2023 Steam Awards Nominations Begin!
With the support of our incredible Discord Community, we've decided to rally our players and encourage them to focus their votes on Dungeon Drafters in the "Innovative Gameplay" category! Securing a spot in the finals of the Steam Awards is no simple feat, but with an outstanding player base, we're eager to take on the challenge! [hr][/hr]
Console Release Date!
Last week we've announced our Console Release Date!
March 14th, 2024!
Nintendo JP has selected us for a second showcase on their exclusive Indie World Japan. For more details on this exciting opportunity and additional topics, such as the tabletop version of Dungeon Drafters, check out our latest Kickstarter Update! [hr][/hr]
Thank You!
As always, we want to thank everyone in the community for continuously contributing to the growth of the game and making Dungeon Drafters great! Wishing a good autumn sale to all! ~ Fressato
Hello everyone! Fressato here [hr][/hr]
DDHaste We're excited to announce: the 1.1.0 UPDATE is here!
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After dedicating an entire quarter to refining the game, we are delighted to present a new and enhanced version of Dungeon Drafters.
We would like to express our gratitude to all the players of the game who have shared their love and passion for the game with us over the past few months. It's truly incredible to witness our community growing every day. Furthermore, we want to extend an even bigger thank you to all the players who participated in our early access program for the update and assisted us in identifying and resolving any issues before the official release. Your support and assistance were invaluable, and we're delighted that everyone had a fantastic time during this process.
As promised, this update brings a plethora of quality-of-life improvements, balance adjustments, and bug fixes, making the game significantly more enjoyable to play and easier to dive into. Without further ado, here is the list of updates! We hope you enjoy them.
1.1.0 Update
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QoL Changes and Additions
New Training Room!
Training Room
New Accessibility Option: Disabling Screenshake
Improved Deckbuilder
- The deckbuilder now features an improved interface for saving and deleting deck recipes.
- In the Deckbuilder and Shop, filters for the five Archetypes have been added.
- The sorting style for each of the three categories in the deckbuilder has been revamped.
New Deckbuilder Saving System
Improved New Players Experience
- An additional tutorial has been added to the game to teach players about the Saving Quill Shrines within the game's Dungeons.
- We've updated the Tutorial GIFs to align with the new UI, ensuring they are compatible with all languages and offer improved controller support.
- The Tutorial's Resting Room Starter Boosters have been changed to Lucky Boosters.
- The petrifying state preview of the Ancient Effigy has been overhauled, along with adjustments to the attack sequence pattern, to enhance communication and clarity for players regarding the attack.
- The Tutorial boss room has had its extra enemies changed to facilitate the completion of the guide and increase the chances for attentive players to discover the secret boss mechanics.
- The Fishing Guy will now consistently display a pop-up after the player's death, indicating the opportunity for fishing. This change is aimed at assisting new players in recognizing that they can still obtain loot and one or two boosters even if their run ends unsuccessfully.
- The UI now displays tooltips for the effects currently affecting the unit when hovered over.
Smaller Flow Improvements
- Monsters possessing multiple movement actions will no longer trigger multiple "Rooted" actions when attempting to move under the influence of this effect.
- Puzzle and Draft arenas will no longer require player confirmation to return to The Town after activating the Return Flag.
- We've introduced new mouse icons that dynamically change when interacting with different elements of the UI to enhance the user's experience.
- Pile Driver and Tesla Claw Gizmos will now be much faster to complete their actions when there are no targets in their affected area.
- We've made significant improvements to the game's UI when players have hundreds of cards in their hands to make it more manageable. While extremely large numbers of cards might still pose some issues, the overall responsiveness and usability of the UI have been greatly enhanced.
Better Controller/SteamDeck Support
- We've made several enhancements to controller support, including improved responsiveness, minor UI refinements, and visual adjustments to provide a more enjoyable and viable experience when using controllers.
- The Selection tile has undergone significant visual improvements to ensure it is much clearer for both KBM and controller players.
- Prompts have been incorporated into the Slime Numbers Minigame to offer clearer instructions to players.
- Steamdecks will now automatically adjust the game's resolution to match the native display of the device, ensuring an optimal gaming experience.
Guide/Text Revisions
- We've revised the text in certain Guide entrances to provide clearer explanations of some of the game's more intricate mechanics, such as the loss of stealth after taking damage.
- A new section has been added to the Guide, where all card triggers in the game are listed for reference.
- The descriptions for Effect Cards have been revised to more effectively convey their respective actions.
- We've expanded the number of tiles that can be inspected, providing additional flavor text.
- Many cards have undergone Trait revisions to more effectively communicate their effects and improve filtering within the deckbuilder.
New Traits!
Visual Changes, Fixes and Additions
New Trait Icons
Animation Changes
- We have added the Bomb Beetle Disable Animation, which was previously missing from the game.
- The casting animation for the Secret Character has been reworked.
VFX Changes
- The following cards received some sort of VFX Rework: Heroic Stand, Blast Stones, Builders Drive, Captivate, Bats Dive, Magma Body, Queens Arrival, Bonfire, Tempest, Fueled Burst.
- The Curios Rosary, Pyro Glove, Barbed Wire, Crazy Rooster, Planar Prism, Plasma Quartz, Behemoth Horn, and Bountiful Key have received proper VFX.
- Small changes made to the Retaliate effect VFX.
- Both Reaper Scythe and Living Toxin received reworks on their VFX.
- The Special Title Screen is now animated with VFX.
Visual Fixes
- We've addressed a visual bug in Boss Rush ambiences that occurred when a player left the room and then returned after combat had concluded.
- We've resolved various visual bugs that were related to card casting in the final room of The Tower.
- The color levels in the Arena have been adjusted for a more visually pleasing playthrough.
- Character Art in fishing minigame has been adjusted to better align with the Golden Time animation crop.
- A bug that caused UI conflicts between the Card Description and the Library List when the player hovered over them both with the mouse in a Dungeon has been fixed.
- The Burn Effect VFX will now play correctly for each interaction, including when the effect is applied, during the activation tick, and when the effect is discarded.
- When the player dies due to the Petrify effect, their statue will now correctly remain on-screen during the death transition.
- Promo Fireball will now correctly display the Special Card Art while inside a Dungeon.
- Various small cutscene fixes have been implemented.
- Fixed some small general VFX that were missing.
The End
Monk Golden Time!
Sound Changes, Fixes and Additions
Extended the third Tower Song
New Song for the Adventurers Town
[previewyoutube=aTEWmmVommw;full][/previewyoutube]
New Town Song!
In-game music changes have been incorporated into the game's official soundtrack.
New Sound Effects
- We've introduced new sounds when opening boosters. Cards will now play distinct sounds corresponding to their rarity, enhancing player satisfaction and aiding in the identification of rare cards.
- The Draft Arena UI has been updated to include sound effects while players are creating their deck for the challenge.
- The Lost Wreckage Shuffle Chest rooms now play sounds when the chests are shuffling.
- Entities in the game will now emit a distinct sound when they lose any extra lives. This improvement aims to provide players with clearer feedback when it occurs.
- Crush now includes a sound effect when it activates to destroy an entity.
- When alternating runes in the deckbuilder, there is now audio feedback.
- Quest failures in the game are now accompanied by audio feedback.
- When a Recast triggers, the game will now provide audio feedback.
- Sound effects for the Chess Board Effect on all chess cards have been added into the game.
- Electrical Fields traps now have audio.
- The Glass Shrine now features a sound effect when it is activated.
- Ground Spikes will now have appropriate audio feedback when switching between up and down positions.
- Pressure Plates will now have appropriate audio feedback when they are pressed or unpressed.
- Ice Blocks now feature sound effects when they are struck or when they break.
- Geysers will now have appropriate sound effects.
- The following Cards have new Sound Effects: Angel Champion, Flawed Mitosis, Leaf Sage, Ember Sage, Ancient's Gaze, Sow, Energy Needle, Flash, Mulligan, Izuna Drop, Thunder Charge, Little Friends, Quiet Flutter, Avalanche Slam, Mourning, Prayer, Bard's Trick, Shinobi's Step, Shadow Strike, Bat's Dive, Sun Strike, Steps Ahead, Gleaming Eye, Raindown, and Explorer's Find.
Reworked and Improved Sound Effects
- The cards Nightmare, Double Shot, Shield Bash, Adrenaline, Consume, Reflection, Shard Toss, and Pounce had their sounds reworked to better aid their visuals.
- The cards Magic Cauldron, Open Brawl, Potent Hex, Pyro Reaction, Magma Body, The Manalith, and Fools Fortune had their sounds improved from the previous version of the game.
Audio Fixes
- The issue where mobs' death sounds were either not playing or playing out of sync has been resolved.
- The following items had missing sounds, and these issues have now been resolved: Ghastly Bomb, Lost Wreckage Boss projectiles, Dragon Tomb, Magma City Boss Primeval Stomp, Dig Deep, Rift Spark, checkpoints in the Tower, Reaper Scythe, Mage's Gleam, Provoke, and Shard Toss.
- The Glacial Library Boss Intro in Boss Rush, which previously had incorrect audio, has now been corrected to feature the appropriate audio.
- The issue with the duplicated sound in Curio selection has been addressed, and it should no longer play.
- The audio timing for Tunnel Vision and Windcaller Gust has been corrected.
- The audio desync issues for Meteoric Jump and Aerial Ace have been resolved, ensuring that their sound effects are synchronized properly with the in-game actions.
- The issue with the Lock/Unlock Library and Graveyard sound not playing correctly when interacting with certain parts of the UI has been resolved.
New Ancients' Gaze Preview!
Decrease the maximum amount of Idle Frog sounds.
Balance Changes and Fixes
Exhume Rework
Arena Changes
- In the Hard Draft Arena, "Replenish" has been replaced with "Mulligan."
- A minor adjustment has been made to the Mage Arena Puzzle to align with the new card balancing.
- The Mallet Puzzle now features the correct amount of HP and AP for the most optimal solution.
Tower Changes
- All Tower floor sets have been adjusted to consist of 4 normal combat floors, 1 challenge floor, and 1 checkpoint floor, resulting in a total of 6 floors per set.
- Corruption Madness rooms will now have a limited amount of Strange Rifts that can spawn over time, with a maximum limit of 6. Once this limit is reached, no more Strange Rifts will spawn.
Warden Balance Changes
- The following cards now have some type of Global Casting: Caltrops, Midnight Oil, Sow, Spin Web First Selection, Vinethorns, Twin Gems, Barricade First Selection, Frozen Meteor, Hold the Line Second Selection, Enroot, Stun Trap, Magnetic Force First Selection, Glyphs of Repel, Plasma Gate, and Magma Gate.
- The following cards had their range increased on their casting: Spin Web Second Selection, Frostwave, and Barricade Second Selection.
- Tesla Claw and Pile Driver will no longer target entities that already have 0 HP but didnt finish their deaths while they complete their accumulated attacks.
- Toss can now trigger counters when damage is dealt to the target entity. Additionally, Toss range has been narrowed and is determined by the position of the first target.
- The severity of Binding Palm Patience Stun is now determined by the remaining AP.
- Frostwave and Frozen Meteor now inflict Disease 5 instead of Root.
- The Frost Shield Root effect has been replaced with Disease.
- Dragon Tomb will now inflict Stun based on the number of Ice Blocks that were summoned.
- Catapult will now accurately mimic Toss, ensuring that both mechanics behave the same.
- Marsh now inflicts Splash Damage.
- Magma Moat preview has been adjusted to properly showcase damage, flying units will no longer appear as being damaged when they shouldn't.
Toss now properly Triggers counters!
Other Cards Balance Changes
- Copycat now features a Patience Trigger, generating an additional copy of the last library card cast that turn for every 2 AP.
- Tunnel Vision now Flushes the player's hand, producing a copy of the target card for each Library Card in hand before the flush.
- Adrenaline Discard trigger has been replaced with Grit.
- Golden Phoenix has been updated with an increased range, and it will now correctly verify whether the player is charmed or not.
- Deep Frostwave has had its range increased.
- The Tricky Effigy prop summoned by the player now inflicts Disease 2 instead of Root.
- Cross Cut will now Draw 5 cards instead of just 1.
- Chopping Slash now inflicts Wound 2 for each point of damage dealt.
- Hypno Cube will no longer put allies to sleep.
- Mage's Gleam now inflicts 2 damage per Oracle Card.
- Fool's Fortune now includes the Exhume trait.
- The Black Hole Card preview has been improved to better communicate movement and danger areas during casting. Additionally, it will now consistently activate after the player's allies' turn.
- Explorers Find now Draws 2 and Heals 2 per card.
- Brawler's Fist now deals 2 damage and Pushes 2 per card.
- Shinobi's Step now has a larger minimum number of tiles traveled, in addition to providing Zip 2 and 2 Damage per card.
- Web Jump should now be working properly and no longer rooting flying enemies.
- The Crossbow preview has been corrected and now accurately displays the area that the crossbow can damage while the card is being cast.
- The RiftLine Phaser behavior should now be functioning correctly.
- Stun will now correctly Draw 1 card when casted.
- Izuna Drop now deals 3 damage to the target and 1 damage in the area.
- The Flight Effect Card will no longer cause the player to slide on ice after casting it.
- Double Shot will no longer trigger Precision twice, addressing the issue and ensuring that the Precision ability functions as intended with this card.
- Confer to Chaos will now execute its effect as indicated in the card description, aligning its behavior with the intended gameplay mechanics.
- Overload casting will now only allow targeting of the correct entities, preventing it from targeting specific indestructible props that it shouldn't have been able to target previously.
- Blood Snot casting should now work properly like other projectiles.
- Killing Arrow will no longer trigger multiple instances of itself simultaneously.
- Entities will no longer slide on ice after leaving through a portal from the Portals card. This change has been made to prevent possible softlocks.
Curios Changes
- Abacus Charm now has its charges increased from 4|4 to 6|6.
- Hunters Eye now has its charges decreased from 4|4 to 3|3.
- Plasma Quartz now has its charges decreased from 3|3 to 2|2.
- Porcupine Hat now has its charges decreased from 3|3 to 2|2.
- Pyro Glove now has its charges decreased from 2|2 to 1|1.
- Smoke Bomb now has its charges decreased from 2|2 to 1|1.
- Tinkers Tools now has its charges decreased from 3|3 to 1|1.
- Cold Heart's charge has been adjusted to 3|1, and a new effect: when activated, it grants 2 AP per charge.
- The description of Heavenly Slip has been reworked to better convey the curio effects.
- Barbed Wire's trigger has been adjusted to activate at the end of the player's turn.
- The trigger for the Blue Tear Ring has been modified to occur at the end of combat.
- Boots of Greed will now grant 3 AP every time the player collects loot.
- Living Toxic is now functioning as described and has been fixed to align with its intended behavior in the game.
Pathfinding and Monsters' AI
- The behaviors of Animated Champion, Animated Executioner, Animated Sentry, Copper Golem, Ice Golem, Goblin Mancatcher, Goblin Naginata, Punting Ogre, Tossing Ogre, Treasure Hunter, and Zombie have been adjusted and balanced. They no longer appear to work with AP, and their melee reach is now aligned with their walking distance.
- Monsters will now attempt to avoid walking on Magma, but may still do so depending on their target's distance and available paths. This behavior is similar to how monsters avoid or attack props in their path.
Monster Balancing
- The Shrouded Mummy's damage has been increased from 4 to 5, and if it deals damage, it will not gain Stealth in that turn.
- Ogre HP has been reduced from 8 to 7.
- Punting Ogre HP has been changed from 3|3 to 7.
- Sky Slime HP has been reduced from 4 to 3.
- Broodmother's HP has been reduced from 3|3 to 2|2. Additionally, the webs created by them will now form in a 3x3 cross area instead of a 3x3 box area.
- The False Archmage will now summon their Fishbait closer to their target.
- Broodmother's Baleful Bomb will no longer apply effects if the attack was blocked by Damage Immunity.
- The Tower Gargoyle Scissor Attack will no longer petrify or mill if the attack was blocked by Damage Immunity.
- Magma City Health Nexus will no longer attempt to heal entities that have full HP but have lost an extra life.
- Golem Antennas are now movable and can be targeted by a wider range of cards.
- The Lost Wreckage boss is now immune to Lure and no longer immune to Sleep.
- Magma City, Dune Dome, and the final bosses are now immune to Lure.
- Ancient Effigy and its Hands are no longer immune to stun and sleep effects.
- The Final Boss will now destroy all summons, including props, before the Final Battle begins.
- When an entity loses Lure, it will now return to its original state before being lured, rather than having its AI reset.
- The Lost Wreckage Boss will no longer split more than four times, as intended.
- The Glacial Library Boss will now properly summon only four minions.
- Slimes will now split properly onto available tiles if they are able to, such as within holes and magma.
- Resonance Nautilus will now correctly deal 1 damage when it is Lured.
- Lost Wreckage Anemones will no longer heal other Anemones, addressing the potential for an infinite healing loop.
- Animated Champion and Animated Sentry will now correctly create Shields in the direction of enemies when they spawn or combat starts.
- The bug where Goblin Tactician would not summon Goblin Naginata if it had already summoned it with a different alignment while charmed (ally or enemy) has been fixed.
- Targets have been added to the previews of certain monsters to better communicate their actions.
Extra Balance Fixes
- Entities with Death Throes that cause damage, summon other entities, or inflict Stun will no longer activate their effects when combat ends while they're destroyed for being in front of a door.
- The Charm effect will now be displayed on the "Dispel" side of the monster's effects UI. This change has been made to improve the player's ability to track the effect, even though it remains an "Unaspected" effect.
- The player will consistently only be allowed one stun card in hand, addressing certain instances where this functionality was not working correctly.
- Magma will no longer inflict Burn on entities that have damage immunity.
- Magma City Geysers will now trigger randomly at the end of the turn, with at least one Geyser always triggering. Additionally, their damage has been increased from 1 to 2.
- The Spider Nest web will now be summoned correctly, and it should no longer replace other webs around it. This ensures that units can no longer fall through webs into chasms due to the substitution of webs.
- The Glacial Library Boss will no longer attempt to activate the healing sequence on higher miasma levels after receiving fatal damage.
- Gizmos should now properly trigger Sacrifice Puzzle tiles.
- Danger Areas are now fully previewed even when the monster is rooted.
- Broodmother will no longer change the targeted tile for Baleful Bomb when the targeted entity is destroyed.
- Multiple instances where damage and effects were being applied simultaneously without proper consideration for shields or immunity have been fixed.
Bug Fixes
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- The game will no longer experience a softlock when an entity with a summon death throe dies and their summon appears over a Dune Dome Groundspike.
- The bug where one allied summon of any Boss would immediately destroy the second one after death and end the boss battle has been fixed.
- The system minimum and recommended requirements for the game have been updated after a series of tests. These changes have been made to address a specific crash issue that can occur on older CPUs and GPUs related to Unity, the game's engine.
- Various room layouts from dungeons have been fixed.
- A bug where the Painter Filter caused the interface to become invisible has been fixed.
- Effigy's Hands will now trigger the death animation consistently.
- A bug where the player would retain the death animation after loading a save that was lost against the Demiurge has been fixed.
- A bug where the player lost the last card casted when loading a save that won the battle against the Demiurge has been resolved.
- Special Gizmos that cannot be damaged will now correctly display no HP information when inspected.
- Planar Prism Curio damage is now working as intended.
- Numerous bugs related to quests have been fixed.
- Several bugs related to the game's progression when playing with the secret character have been fixed.
- Most bugs related to monster and card previews have been resolved.
- The bug where certain summoned traps from the player would not disappear when the player left the room and returned to it later before they disappeared has been resolved. This fix prevents various issues related to portals and other cards from occurring.
Future Plans
[hr][/hr]
Console Launch Just Around the Corner!
We are constantly collaborating with DANGEN porting teams to swiftly bring Dungeon Drafters to consoles. Our goal is to launch the game on other platforms as soon as possible, and we have exciting announcements on the horizon, so stay tuned!
Kickstarter Reward Wrapping in Progress!
We will begin delivering certain digital rewards. Backers who selected specific tiers will soon be able to access the special grimoire in the in-game bookshop and the game's OST. Our delivery is scheduled for the end of October. At the same time, we're starting to work on the kickstarter physical rewards, and our top priority is to fulfill the shipments of them as soon as we can!
Kickstarter Backers Exclusive Grimoire!
Hotfixes and Future Patches
Our immediate focus is on hotfixing the game over the next couple of months, while concurrently preparing for the console release. Although there are no current plans for significant updates, we remain committed to making any necessary changes to enhance the game's overall experience if the need arises.
Thank You
[hr][/hr] Once again, I want to personally thank everyone in our amazing community for their unwavering support; we are here because of the love you have for Dungeon Drafters! We hope everyone is able to enjoy the update, and the changes we made can help new players have an even greater experience. Thank you, everyone! See you soon! :D ~ Fressato
Hey everyone! Fressato here Lead Designer of Dungeon Drafters. Excited to be here sharing our recent progress over the past couple of months! Can't wait for you all to check out what I've got for the community today. Enjoy!
News
[hr][/hr]
Awards and Nominations
We've Won the Busan Indie Connect 2023 Grand Prix Award!
Thanks to MoldMoldNukaCola from our Discord Server for the Picture. The Grand Prix Award is the pinnacle of recognition at the BIC festival! The incredible support, patience, and unwavering encouragement that our community gave to us as a small indie team and for Dungeon Drafters as a whole have brought us to this moment. Heartfelt thanks to each and every member of our community! And we were also nominated not only in other categories, but other events too. The sheer honor of being mentioned alongside exceptional titles has filled our development team with immense happiness, even if we were not selected as winners. We extend our gratitude to all of those who gave us the opportunity to be there! Until now, nominations include:
- BIG Festival Best Brazilian Game 2023
- BIG Festival Best International Game 2023
- Bitsummit Best International Game 2023
- BIC Excellence in Game Design 2023
- BIC Jury Prize 2023
Strategy Festival!
We're thrilled to be part of the Steam Strategy Fest! Due to Steam guidelines and the recent Dangen Publisher Sale, we can't offer consecutive discounts. However, we're excited to at least participate in the event with other fantastic strategy games and commemorate this genre alongside our community! https://www.youtube.com/watch?v=xYp3ugqPxiA
Last Sales
We'd like to extend our gratitude to all who engaged and warmly embraced the influx of new players from our recent Summer Sale and Dangen Publisher Sale! Our community has expanded significantly, and witnessing daily additions of fresh faces is truly exhilarating! Now, let's talk about the development progress!
Development Progress - 1.1 Update!
[hr][/hr] I want to emphasize that while we won't be introducing a ton of new content, we do have some exciting additions planned to enhance the overall gameplay experience. Here are the upcoming changes for the 1.1 update that are either good to go or already in progress!
New content
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Training Room
[quote]The Training Room is in the works, just as we promised. You can step right in with any deck, even those that aren't valid (think less than 40 cards). Inside, you'll find handy pads designed to enhance testing within the room. These pads offer features like reshuffling, card drawing, and room resetting. Our goal is to empower players to experiment with synergy concepts without the obligation of a full dungeon run.[/quote]
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New Town Music
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Enhanced Tower 3 Song
QoL Improvements
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Better UI in general
Better controller responsivity
Better deckbuilding UI
Better Card Shop UI
More tutorials
Audio improvements
Visual Improvements
Better communication on Cards/Curio Text
More consistent AI Patterns
Better communication on enemies previews
Additional NPC pop-ups
Balancing
[quote]The balancing document in the 1.0.7 patch notes still includes our primary planned changes, while there will be additional adjustments will be detailed in the upcoming 1.1 patch notes.[/quote]
AI Pathing
We're buffing Warden
Bugfixes
- We're hard at work addressing numerous bugs, and we truly appreciate the active engagement of our community in identifying and reporting issues. As a small indie team, your contributions are invaluable in ensuring that our game reaches its fullest potential!
Future Plans
[hr][/hr]
Finishing 1.1
Console Release
Kickstarter Rewards
Thank You!
[hr][/hr] We cannot describe our gratitude to the awesome Dungeon Drafters community for the incredible support you give us! A warm welcome to all the new players who joined us since our last update. We're excited for the game's healthy growth and everyone's enjoyment of the upcoming 1.1 update. Looking forward to having you with us until the end of September! See you soon! ~ Fressato
Hey folks, Fressato here! I hope everyone's having a great time playing Dungeon Drafters. I wanted to share some exciting news!
Summer Sale
[hr][/hr]Firstly, we're offering a 20% discount as part of the sale! Despite our recent release, we know many gamers keep an eye on their wishlists during this event. We hope to attract new players and grow our community every day.
BIG Festival
[hr][/hr]Additionally, we're thrilled to announce that Dungeon Drafters has been selected as a finalist in the BIG festival for both Best Brazilian Game and Best Game. These are significant honors, and we appreciate your support throughout our journey!
This week, during the Festival, we are in So Paulo talking to other devs and reaching out everyone about the game! Wish us luck!
Thank You
[hr][/hr]Thank you all for your continued support and for being an awesome community! Happy Sale! ~ Cheers! Fressato
[quote]We've provided a link to facilitate software translation. You can find it at: https://pastebin.com/5kTrJ25b[/quote]
Hey there, Fressato here!
I hope you're all having a fantastic time playing our game. We have some exciting news to share today: the release of our highly anticipated community items! We've put in a lot of effort to make sure everyone enjoys these new additions.
Community Items
[hr][/hr]
Point Shop
We've introduced a range of backgrounds and emotes featuring our beloved game characters. Plus, we've listened to our incredible Discord Community and added extra emojis you requested. All of these are now available in our Point Shop!
Some of the Emotes Available
One of the Backgrounds Available
Cards and Badges
We're thrilled to announce the arrival of our Steam Trading Cards, stating this is kind of funny. We couldn't miss the opportunity of utilizing the game's card as our theme! And we can't wait to see you collect and trade them all.
Some of our Steam Trading Cards Alongside the cards, we've also included some cool badges featuring the game's bosses. Show off your accomplishments and let the world know what you've conquered!
All Badges Available
Localized Achievements
We believe that gaming should be inclusive and accessible to players worldwide. That's why we've made it a priority to update all achievements with all available localizations. We apologize for the delay in implementing this, but now, everything should be working flawlessly. Whether you're an English speaker or prefer another language, you can fully enjoy and understand the achievements!
Thank you!
[hr][/hr]Thanks everybody, for your incredible support. We genuinely appreciate each and every one of you. We hope these new community items and achievements will add a fresh layer of excitement to your gaming journey. Enjoy the game, collect your favorites, and have a blast showing off your accomplishments! Cheers! ~ Fressato
[quote]We've provided a link to facilitate software translation. You can find it at: https://pastebin.com/EErjQncS[/quote]
Hey there Lucas Demo, technical artist of the game!
Today I'm here to talk about our future plans and the 1.0.7 update
ROADMAP AND FUTURE PLANS
[hr][/hr]Since the release of Dungeon Drafters, we've been hard at work listening to player feedback and working on improving the game. In the first two weeks, we've already released seven updates that focused on fixing technical issues, softlocks, and bugs to provide a smoother gameplay experience.
However, we know that there are still some key changes that need to be made in order to make the game even better. That's why we're excited to announce our plans for Patch 1.1! This upcoming patch will bring major balancing changes, quality of life features, and more to the game. Which include:
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Test Room
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Improvements to Deck Builder
-
Improvements to the Hand UI
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Balance
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Option to disable screen shake
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Translation errors and inconsistent text
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Small improvements to the guide
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Quality of Life
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Gamepad Quality of Life
OTHER PLANS
[hr][/hr]As we continue to work on Patch 1.1, we'll also be actively addressing any crashes and bugs reported by our players. If needed, we'll release small patches in the meantime to address these issues and improve the overall gameplay experience.
CONSOLES
Completing Patch 1.1 is crucial for us to fully focus on the game's development. We understand that many of our players are eagerly waiting for the console release, and we assure you that we are doing everything we can to make it happen as soon as possible. While we don't want to keep you waiting for too long, we must acknowledge that the console approval process can be lengthy and unpredictable. Regardless, we remain committed to bringing Dungeon Drafters to a wider audience, and we appreciate your support and patience as we work towards achieving this goal.
PHYSICAL ITEMS
In addition to our ongoing efforts to enhance the game, we are also committed to fulfilling our obligation to deliver physical rewards to our Kickstarter backers who supported us back in 2020. Since creating physical rewards, like the deck of cards, is not our primary area of expertise, we will be investing the necessary time and effort to carefully study and figure out the best way to produce these rewards.
We are also excited to explore potential collaborations to bring even more physical content to Dungeon Drafters in the future. We can't wait to share more details with you as they become available *wink wink*, and we appreciate your ongoing support and enthusiasm for our game.
PATCH NOTES FOR UPDATE 1.0.7
[hr][/hr]
Balance Changes and Fixes
- We have updated the requirements to access the hidden treasure in the Glacial Library. The room will no longer open only if the player inflicts direct damage on any monster enemy during combat.
- Ogre HP decreased from 8HP to 7HP.
- Punting Ogre HP changed from 3|3HP to 7HP.
- Shrouded Mummy Damage increased from 4 to 5.
- If the Shrouded Mumm does damage, it wont gain Stealth in that turn.
- Broodmother HP decreased from 3*2 to 2*2.
- Broodmother Webs are no longer created in a box 3x3 area, and instead are created in a 3x3 cross area.
- Sky Slime HP decreased from 4 to 3.
- Madness Room no longer creates infinite amounts of Strange Rifts. These special rooms can now only create a maximum number of Strange Rifts over time.
- All Tower sets now have 4 default floors, instead of 4|4|4|5|5. Which should make it easier and quicker to climb upper levels.
- Harmony Rune reduces the miasma level to 1 when equipped.
Polish and Communication
- Retaliate now displays an effective VFX indicating its ability to cause damage over distance.
- Blink Circle's VFX has been updated to ensure that its visual effects are accurately triggered.
- Captivate's VFX has been changed to match the visual effects of the Siren ability that inspires the card.
Important Bug Fix
- Players reported that the Penguin monster on Glacial Library and cards Bad Breath and Goblin Torch were causing crashes on some PCs. After careful investigation, we found that particle effects were the likely culprit. We have addressed this issue by reworking the VFX on these three items. If the problem persists, please inform us immediately.
Bug Fixes
- Monsters and Gizmos now properly wait for their action turns, counters, and death throws.
- Traps no longer activate during dash/zip movements, such as Shaman gust fields, and now only activate once movement ends on top of a trap.
- Poison effects now work properly with timecraft cards/curios.
- Eye of the Storm no longer softlocks the game in certain situations.
- Game prompts now display correctly, even when multiple joysticks are connected to the game.
- Crystal Shield curio now correctly gives shields in the intended direction.
- Entities falling down a chasm with stun no longer have visual effects on the next floor.
- Spiderling preview is now correctly showing all entity actions.
- Special chest rooms in Lost Wreckage had a minor problems when throwing entities into chasms, this is now fixed.
Thank you!
[hr][/hr]We're extremely grateful for your ongoing support and feedback, which is a vital part of helping us improve Dungeon Drafters. We're committed to carefully analyzing all of your comments and suggestions to make the game even better. Thank you for being a part of this journey with us! Best, ~ Demo
[quote]We've provided a link to facilitate software translation. You can find it at: https://pastebin.com/WypJUHCF[/quote]
Hello everyone
Today, I'm excited to announce the release of the 1.0.6 update! This update brings some new changes and improvements that we hope will make your experience even better. But that's not all we have to share!
Tomorrow, a Roadmap!
I also wanted to give you a heads up that tomorrow, we'll be publishing a Steam post that will give you a sneak peek at our roadmap for the 1.1 update. We're really excited about some of the changes and features we have planned, and we can't wait to share them with you. But for now, let's focus on the 1.0.6 update.
Patch Notes
[hr][/hr]
Balance Changes and Fixes
- The walking range of the Stalking Trickster has been decreased from 5 to 4.
Quality of Life
- Improved mob pathing to reduce instances of mobs walking back and forth between tiles.
- Enhanced readability of The Manalith, Bolt Smite, and Thunder Smite for easier understanding.
Bug Fixes
- Fixed an issue where Transcend was not working properly.
- Resolved the problem of Final Boss Solar Appear that was causing the game to soft-lock.
- Rollback no longer duplicates itself.
- Wasp and Beetle are now prevented from self-destructing under certain conditions when close to props. In addition, all insects will explode if they are unable to reach or get closer to their targets.
- Multiple improvements made to mob action cards and tags.
- The issue of the cursor being visible in-game when using a Controller has been fixed.
- The problem of canceling a card that was never fully executed, without indicating that you are still in the state of "selecting a card to cast" has been resolved.
- A small almost unnoticeable collider missing in a room in the Glacial Library has been fixed.
- The Disease effect with timecraft cards is now functioning properly.
- Traps and Hazards are now properly displayed on the appropriate layers.
Known Issues
- Monsters and Gizmos are not taking their action turns as they should.
- Poison is causing some problems with timecraft cards.
Thank you!
[hr][/hr] Thank you for your continued support, hope you all enjoy this new update! Best regards, ~ Fressato
[quote]We've provided a link to facilitate software translation. You can find it at: https://pastebin.com/Rv7xXgfB[/quote]
Hey everyone!
I'm pleased to announce the release of version 1.0.5 as promised last week. We will continue to provide updates as long as we're working on the game, but we plan to release fewer patches and hotfixes in the coming weeks as the game becomes more stable.
Future Plans
I have some exciting news to share regarding a major update that we're planning later this year, possibly in Q3 (no guarantees). This update will include a significant amount of balancing, as well as various quality-of-life improvements and polishes that we've been working on. However, we can't release this update right away because some of the components, such as localization, are better handled in big batches. Regarding the design changes, we want to keep the game breakable while making it more challenging to obtain these breakable elements. To achieve this, we're planning to make it harder to farm infinite AP and Cards, but it won't be impossible. Instead, players will need more creativity and determination to make it happen. Some changes we're considering include modifying Exhume cards to prevent them from drawing Exhume from the graveyard and adjusting the values of Haste cards. We also aim to balance all archetypes to make them equally difficult, broken, and rewarding in their respective specialties. And yes, buffing Warden to achieve this.
Patch Notes
[hr][/hr]
Balance Changes and Fixes
- Added Tower of Doom lore rooms to Treasure Rooms in the last ambience.
- Reduced the frequency of fishing in Treasure Rooms on the Tower of Doom.
- Changed the health of Fish Bait to 3.
- Added extra loot and a Lore Shrine to the Tower of Doom Final Challenge Exit.
- Increased the appearance rate of Mallet Shrines in Secret Treasure rooms and Exits.
- Removed Torch Shrines from Lore Rooms.
- Added a chance for Mallet Shrines to appear in non-puzzle locked Lore Rooms.
- Reduced the maximum amount of Knowledge and Mind's Eye runes that can be carried to 5 each.
Quality of Life
- Improved quest task that requires spending shards in a certain shop. If all items in that shop are already sold out, the task will now complete automatically upon exiting the shop.
Bug Fixes
- Fixed issue with Master Oracle 3rd quest (Oracle's Mastery) task for "Finish a dungeon without taking damage" not resetting after failing it once.
- Fixed issue with Master Oracle 3rd quest (Oracle's Mastery) not updating status correctly when tasks are completed in a certain order.
- Fixed issue with Master Traveler 4th quest (Northward and beyond) 2nd task not resetting when re-entering Dune Dome without completing it.
- Fixed bug with damage and healing previews when equipping runes that modify received damage or healing.
- Fixed issue with Illusionist statue teleporting over a trap while executing "Summon Hex Bomb" causing a soft lock.
- Fixed interactions of some cards with the Ancient Effigy, including not cloning Effigy Hands when using Nightmare, and not allowing Split and Reflection to be casted on Effigy Hands.
- Fixed issue with unpausing while the controller settings window is open causing input issues until the game is paused again.
- Fixed visual bug in Magma City room with lateral wall.
- Fixed issue with bugged Sword Shrine room in Magma City now working properly.
- Fixed issue with summoned copies of the Demon Lord triggering an ending when killed.
- Fixed issue with Secret Boss being cloned, which is now impossible.
- Fixed issue with Glass Sigil not executing at the end of a round.
- Fixed issue with Stalactite Cards spawning props over chams, which caused the game to soft-lock.
- Fixed issue with portals and some props not appearing on the Guide.
- Fixed issue with Foil/Promo cards being added as extras when loading a deck in Deckbuilder.
- Gravestone Exhuming now properly retrieves only one card.
- Orange Bruiser's directional shield will now be properly maintained at the start of combat.
- Puzzle Room entrances now have a small wall collider, which was previously missing.
Known Issues: High Priority
- We're aware that some players are still experiencing crashes due to the Penguin issue. We're currently studying potential solutions as it appears to be related to how Unity handles RAM processing. We appreciate your patience as we work on a fix and hope to have it resolved soon.
Known Issues
- Some mobs may still act after being killed by traps, such as a slime dying to spikes and still attacking the player after dying. We are aware of the issue and have a potential fix, but would like to test it further to ensure it does not cause any new issues.
Thank you
[hr][/hr] Thank you for your support! We're committed to making the game the best it can be. Stay awesome! ~ Fressato
[quote]PasteBin for improved language software translation: https://pastebin.com/PwChuDBG [/quote]
Greetings everyone!
We are excited to announce the release of our latest patch, Version 1.0.4! After a week of dedicated efforts to address various major issues, we hope to have resolved most of the problems encountered. We truly appreciate your patience and support throughout this process.
Future Updates
Moving forward, we will continue to work on updates, albeit at a more reasonable pace. While we won't be pushing out patches every two days like before, we will still be sending out updates on a regular basis, as needed. Of course, if any significant softlocks or issues arise, we will take care of them promptly. We are also thrilled to share that we will begin focusing on improving the overall quality of life in the game. Our goal is to make your gameplay experience as enjoyable and seamless as possible.
Patch Notes
[hr][/hr]
Balance Changes and Fixes
- GraveStone now only Exhumes one card when killed.
- Hinokami now takes longer to close the arena and creates lava tiles less frequently until the final health bar is reached.
- Hinokami Primeval Stomp now deals only one damage to enemies above magma.
- Lost Wreckage Guardian is less likely to teleport under its own marked attack.
- Lost Wreckage Guardian's marked attack now deals four damage.
- Traps (e.g. web, onsen, magma) are now destroyed upon creation over puzzle tiles (e.g. sacrifice, pressure plate).
- Common chests in the 4 main dungeons have a higher chance of dropping basic boosters on ? rooms.
Quality of Life
- Hinokami Primeval Stomp has better visual effects to help players understand when it occurs.
- Gizmos now complete their actions a bit faster for smoother gameplay.
- Tesla Claw and Pile Drivers now show their range when they receive damage.
- Glimpse card has an improved sound effect.
Bug Fixes
- Previously, certain updates to quests were not functioning correctly, this has been resolved.
- Monsters that fell in a chasm with hex have correct HP when found in another floor.
- Copper Golem no longer softlocks the game when knocking a gizmo onto a chasm.
- Characters falling in a chasm and holding movement inputs will no longer end up outside of the room out of camera sight.
- Mobs and contraptions can no longer spawn traps over chasms covered by webs or thin ice.
- Slimes will no longer be teleported outside of the current room while splitting, even though this issue was occurring rarely.
- Illusionist teleports to the correct tile when lured.
- Treasure Hunter no longer heals when failing to jump on a loot tile.
- Some wrong traits from mob actions and cards were fixed/added.
- Secret Boss is properly tagged as sturdy.
- Lost Wreckage Guardian no longer performs Perfect Mitosis under incorrect conditions.
- Added missing sounds to the Whirlpool and Cannon in the Lost Wreckage.
- Tower of Doom Magma from crystals disappear when out of combat.
- Tome Sigil no longer disables Crystal Shrines on the boss floor.
- [quote]Not working properly on MGR, it will be fixed on the next patch.[/quote]
- Fixed a issue related to Flawed Mitosis audio, but we are investigating to ensure there are no additional issues.
Known Issues
- Arena flags may not show as completed until the player leaves and returns to town. This is a visual issue only and does not affect rewards or completion status.
- Traps (e.g. stun trap, puppeteer) are now intentionally destroyed upon creation over puzzle tiles (e.g. sacrifice, pressure plate) for better gameplay experience. We will make a Quality of Life improvement in the future to prevent players from mistakenly placing them in such areas.
- Sometimes if the game starts connected to the gamepad but the mouse is on-screen, the inspect UI might not work properly.
Known Issues High Priority
- Transcend (Oracle Card) is not working properly.
- Penguin puzzle crash. Seems to be a very rare issue, but we got a log and we are investigating.
Thank you
[hr][/hr]We would like to take this opportunity to express our gratitude once again for your continued support. We hope that you enjoy playing the game and that our latest patch makes your experience even better! Thanks everyone, for this great first week! ~ Fressato
Hello everyone!
I am excited to announce the release of the 1.0.3 Patch! I would like, once again, to express my gratitude for all the support that we have received from the community. We greatly appreciate your bug reports and feedback, which have been instrumental in improving the gameplay experience for everyone
About the Patch
I want to assure you that there are more patches to come in the following days. However, for now, Patch 1.0.3 includes numerous bug fixes and improvements that we hope will make your experience with the game much better. Thank you once again for your support, and we hope that you continue to enjoy the game!
Patch Notes!
[hr][/hr]
Balance Changes and Fixes
- Vampire Eyes card is now available on the Cities and Gladiators boosters.
- The Tower of Doom first Challenge has been made easier.
- Torch Shrines will no longer appear more than once per Dungeon once already activated.
- Lore Rooms now have double the chance of appearing on the Tower of Doom.
- Lore Rooms now have a chance of appearing on Treasure Rooms in the Misty Grove Ruins.
- The difficulty of the Astrolabe Arena Puzzle has been adjusted to be more challenging, as the mobs did not have the correct amount of HP previously.
- Punt Ogre HP has been changed from 4/4x2 to 3/3x2.
- Animated Executioner will now follow and attack the closest enemy, rather than the one with the highest health.
- Please note that the Lost Wreckage Guardian Fight on higher Miasma levels might be harder than expected, as some changes were made for bug-fixing reasons.
Quality of Life
- Conditional Quests, such as completing a floor without taking any damage, will now display a notification when they are failed.
- Players should now find the Glacial Library Guardian healing counter on higher Miasma levels easier to understand.
- Some adjustments have been made to the sound effects of Stranger cards.
- If you open a booster and receive a foil card, but that card already has the max possible number of it - 9 currently - one of the current existing cards will transform into foil.
- The requirements for completing the "No Direct Damage Done" quest have been updated so that it only applies during combat. This means that after a battle, you are now allowed to attack objects such as chests without violating the quest's rules.
Bug Fixes
- Quests that were previously not functioning correctly should now be working.
- Runes and curios are now properly removed when entering Draft and Puzzle Arenas.
- All fights against bosses and after them will no longer softlock/crash the game and should fix any weird bugs that might have happened in some boss battles.
- The Lost Wreckage Guardian in higher Miasma levels will no longer have issues when cloning itself using Anemone.
- Jar Shrine will no longer lock the player in place if the player has the Jar blessing.
- Scourge Ring will now be properly removed when unequipped on deckbuilder.
- Turn pads should no longer be deactivated once a web is spawned on top of it.
- Treasure Hunter should no longer jump at the same tile as the player.
- Blocking the attack of a Hex Missile now correctly also blocks the Hex effect.
- Fixed an issue where some players couldnt save decks if they were missing the folder.
- Quick saving on Lost Wreckage now properly saves the progress to open the Hidden Treasure room.
- Magic Mirror in town should now work when the player returns from a Quill Shrine save.
- Builders Drive now copies Crossbow correctly, pointing towards a direction and everything.
- Fixed multiple instances of mob action cards working incorrectly or showing the wrong traits.
- Spinning Arbalest and Fixed Arbalest descriptions were swapped.
- The Glacial Library Guardian health bar is no longer visually broken and also won't softlock the game.
- Adding foil cards on deck during deckbuilding will no longer pass the cap limit per card.
- Fixed Steam issue where players couldnt get the First Time?, No Stone Unturned, and ACHOO! Achievements.
- Fixed an issue where the weather ambience sounds were not playing in the Adventurers Town.
- Fixed some missing audios in Bishop's Snipe card.
- Pressure plates should no longer be overridden by webs, traps, and similar things.
- Odd Incense curio Patience trigger should be working now.
- The colliders in one of the elevator rooms in the Tower of Doom on later floors have been fixed.
- Entities with effects will no longer soft-lock the game when thrown at a Chasm.
- Caltrops should no longer softlock the game.
- Nightmare should no longer have problems re-establishing the monster turn order on specific occasions.
Known Issues
- There is a bug in the deckbuilder where the archetype icons do not display properly when enabling or disabling certain options.
- Play-time saves do not properly accumulate to new saves, resulting in inaccurate play-time tracking.
- In the Dungeons, Magma sometimes does not visually turn into stone after combat. However, this does not affect the player's damage or gameplay.
- Occasionally, the deckbuilder will only equip Stalactite cards if there are already Crater cards equipped, which is not the intended behavior.
Possible Known Issues
[quote]If you come across any of this issues, which we haven't been able to replicate, please join our Discord Community and open a ticket to send the log file in the Support channel. Thank you for your cooperation in helping us improve the game. It's possible that this has been addressed in the current update[/quote]
- There is a known issue where the Penguin puzzle may cause the game to softlock.
- The Jar curio may sometimes not send loot back as intended.
- There has been reports of the Torch Shrine causing a softlock if the player quickly steps out of it.
- We have received a report of a softlock issue related to the player reaching 0 AP.
Dungeon Drafters Official Wiki!
[hr] [/hr] Exciting news! We are pleased to announce our partnership with Wiki.gg. We strongly believe in the power of community-driven wikis, which is why we are inviting all members of our community to join us in creating our official out-of-game guide. We recognize that a guide developed by the community will be much more effective than one developed solely by the developers themselves.
We also want to make sure that we don't reveal anything that the community is not yet aware of, so we encourage you to join our Official Discord Server and contribute to the Wiki channels. Your help will be invaluable in gathering the necessary information. Thank you for your continued support, and we can't wait to see the amazing things we can accomplish together!
Thank You!
[hr] [/hr]Rest assured, we are committed to making your experience with the game as seamless and enjoyable as possible. Everyone in the community is helping us a lot to make the game experience the best it can be. Thank you! ~ Fressato
[quote]Additional languages will be added to the post as they become available through translation.[/quote]
Hey everyone
We hope that you are all enjoying the game to the fullest. We are pleased to announce the release of Patch 1.0.2!. We would like to take this opportunity to thank the community for their tremendous support. Without further ado, let's dive straight into discussing the game.
About the Patch and Future Updates
Since the game's launch, we are working tirelessly to fix as many problems as we can and ensure a smoother experience for all users. We apologize for any inconvenience caused and hope to continue receiving your feedback as we strive to improve the game. Our goal is to make the game the best it can be for all players, and we remain committed to that mission. While most of the upcoming patches will focus on small changes and bugfixes, we plan to introduce more significant changes later on. However, for now, we are prioritizing making the experience better in the quickest ways possible. Balancing improvements and quality of life features may come later as they may require additional time and resources, such as localization to all languages, for example. Now, let's talk about the update!
Patch Notes!
[hr][/hr]
Balance Changes and Fixes
- Mirror Orb has been updated to be immune to the Damage Immunity effect. This change has been implemented to prevent an infinite loop of damage that could occur between Mirror Orbs, resulting in an extremely lengthy battle.
Bug Fixes
- Playing in 16:9 monitors and wider should no longer be an issue. If any problem happens, let us know!
- We have fixed the issue that was causing the game to soft-lock when using the Duelist Core Drill attack. Players can now use this attack without encountering any problems.
- The issue of losing runes and cards when dying in Draft Arena has been resolved.
- We have fixed the issue where the game would soft-lock when attempting to preview non-player entities with more than 10 HP.
- We have updated the text for Izuna Drop to accurately reflect the card damage. The traits were already correct and remain unchanged.
- We have fixed minor trait issues with the following cards: Pawn's Advance, Cardinal Shot, and Brief Respite.
- The bug that was causing the game to soft-lock when casting Puppeteer on pitfalls has been solved.
- The issue of the fishing minigame where receiving two packs of cards did not grant the proper reward for both packs has been solved.
- We have addressed the bug where the illusionist illusion rooms were causing the game to soft-lock.
- Caltrops should no longer soft-lock the game.
Known Issues
- Playing on monitors with a 16:10 or non-standard aspect ratio may lead to problems with the cursor, overlay, and window positioning on the screen.
- If you move the game window to a different monitor, you may experience unusual issues. (We attribute this to the stranger!)
- There is an error in the text of Thunder Charge that does not mention Reengage, although the Reengage trait is listed on the card and functions properly when the card is cast.
- On the next patch, the final challenge of the first set of Stranger floors (floors 1-10) will be balanced.
- Currently, Vampire Eyes cannot be obtained from any boosters. However, this issue will be resolved in the next update.
Future Patches and Thank you!
[hr][/hr] I want to reach out and personally express our gratitude to everyone who has taken the time to report bugs in the Steam Community and Discord forum. Your help and support have been invaluable in our efforts to resolve these issues as quickly as possible. Thank you for your continued support, and we look forward to hearing your feedback on the latest patch. Fressato
[quote]As translations become available, additional languages will be included in the post.[/quote]
Hello everyone
Today, I am thrilled to deliver the Day 1 Patch for our game. Before that, though, I want to take a moment to talk about yesterday's release.
Shipping a game is a difficult process and comes with many challenges. Despite the bugs and the things we couldn't do, we are extremely happy and excited about our community. We have received so much love and support from our players, and we appreciate the care and understanding they have shown us.
Patch and Future Updates
In this update, we have included major bug fixes and some balance changes. We plan to release more updates in the next few days, with the next one planned to be released between Monday and Tuesday. We will be taking a much-deserved break on Sunday to rest and recharge, but we will continue working hard to make the game even better. Our focus for the next patch will also be on fixing major issues, but we are always open to making quick changes that can improve the game. We hope that these updates will help you enjoy the game even more and continue to be a part of our great community.
Patch Notes!
[hr][/hr]
Balance Changes and Fixes
- The starting Rune Level Cards of Explorer have been fixed.
- The Stun Effect has been fixed to prevent it from consuming 1 AP from the caster.
- Quests that require a player to clear a floor under certain conditions will now also activate when the player returns to town through Crystal Shrines.
- The probability of getting a booster from all Chests has been increased.
- The drop rate of Basic Boosters from Common Chests has been fixed in Special Combat Rooms.
- Shards will no longer drop from Golden Chests.
- The probability of getting Gemstones from Golden Chests has been increased.
- Modifications have been made to the Strange Rifts in the Special Rift Room.
- All Dungeon Strange Rifts that are Summons now have 1 HP.
Bug Fixes
- The bug related to Jar Shrines has been fixed. Previously, attempting to send loot to town with 0 shards caused all inputs to break.
- The issue related to System Settings not being saved has been resolved. The settings should now be saved properly.
- The bug related to returning to the lobby with certain card, [spoiler]Shadow Warrior[/spoiler], has been fixed.
- The bug related to the keyboard remapping feature has been fixed. Swapping an axis action - horizontal or vertical movement - this should no longer cause issues.
- The music in the fishing minigame can now enter the gold time music segment more than once.
- The bug related to music not playing when transitioning from the beach to the forest in the Misty Grove Ruins has been fixed.
- A small issue with the position of a prop in one of the Dune Dome Rooms has been fixed.
- The issue related to the Draft Arena Exit Colliders has been fixed.
- Inputs will now be correctly locked and unlocked when opening and closing the Dungeon Bag.
- The issue related to the Tower room without the complete puzzle has been fixed.
- The minor text issues have been fixed.
- The description and heal multiplier for the HardBoiled rune have been fixed.
- The issue with the Mind's Eye rune not working correctly has been fixed.
- Fixed French Localization missing key binding text and Torch Shrine name.
- The French localization has been fixed to include the missing key binding text and the correct name for the Torch Shrine.
- The sound effects for some cards have been adjusted and mixed for better audio quality.
- The bug related to missing break sounds for some props has been fixed.
- The issue related to the Lost Wreckage Guardian not acting after splitting has been fixed.
- The issue related to mobs giving effects even after their attack was blocked by a shield or damage immunity has been fixed.
- The bug related to Strange Rifts freezing the game when summoning entities over Chasm has been fixed.
Known Issues
- The camera doesn't set up correctly on some non-16:9 monitors and playing on Borderless Window.
- The game UI ceases to respond after Alt+Tab on Exclusive Fullscreen.
- Generic gamepads not working correctly in the Steam version.
- Fishing sometimes drops one booster when you've actually fished two.
- Reel Hook rope visually stays still while hooking a target.
- Visual Issue with Thermostat Contraption.
- Visual Issue with Bonfire Contraption.
Known Issues with High Priority
- Certain resolutions that are not a multiple of 1080p or not in a 16:9 aspect ratio can cause issues with tile selection and UI responsiveness when playing in Borderless Window or Exclusive Fullscreen (d3d11).
- Slime minigame doesn't work with gamepads.
- Summoning Traps over Chasms may cause the game to freeze.
- Duelist's Drill Breaker freezing the game when Duelist is affected by Root.
Thank you
[hr][/hr] Lastly, don't forget to join our Discord Server. While we try to respond to everyone on the Steam forums, we may miss some messages. On Discord, we can interact with everyone and keep the conversation going. Thank you so much, from the bottom of my heart, for your support and encouragement. Let's make this first week a great one! Fressato.
The wait is over! We're thrilled to announce that
Dungeon Drafters is now available on PC
...and we couldn't have done it without you. Your support throughout the years has been invaluable, and we're beyond grateful for each and every one of you. We can't express how much it means to us. Thank you for being a part of this incredible journey with us. [previewyoutube=PGezCNj31fY;full][/previewyoutube] In the coming days, we'll be providing support to players on PC and taking some rest. After that, we'll start working on fulfilling the physical rewards promised on Kickstarter. We're also committed to making sure the porting process is as quick as possible so that you can enjoy Dungeon Drafters on your favorite console. Thank you for your patience and support as we navigate this exciting new chapter in our journey.
Thank you
This is not the end of our journey, but the beginning of a new one, full of hope and possibility. We're excited to continue this adventure with you, and we can't wait to see where it takes us next. Best, Demo
Hey there everyone! We are beyond excited to finally announce that [quote]
Dungeon Drafters will be releasing at
7:00AM PST!
[/quote] Make sure to set your alarm for the big day! The wait is almost over, and we couldn't be more thrilled for you to get your hands on it. To celebrate this occasion, we will be releasing a launch trailer!
[hr][/hr]We've also heard your requests, and we're thrilled to reveal the price! [quote]
Dungeon Drafters will be $24.99!
[/quote] We hope our pricing fits your budget perfectly, and we're confident that the quality and content of the game will make it well worth your investment! And there's more! We are happy to offer you a [quote]
Bundle with the full 76 Track OST for $29.99!
[/quote]
The soundtrack alone is priced at $9.99, but you can get it together with the game for just an extra $5.00. It's an unbeatable deal, and we're excited to offer it to our loyal fans. [hr][/hr]
Thank You!
We want to take a moment to express our gratitude to the entire Dungeon Drafters community. Without you, we wouldn't be where we are today. We appreciate your support, your feedback, and your patience throughout the development process. We hope you love the game as much as we do! Thank you for everything, and we'll see you tomorrow! Warm regards, Fressato [quote=Dev Team]If your main store is not in USD, we are working with the Localization teams to translate this post to all available Languages with their respect currency! But you can join our Discord Server to talk to us and we will be glad to share the information with you! [/quote]
Hey everyone We've got some exciting news!
Dungeon Drafters will be released on
April 27th!
Can you believe it? We can't wait for you all to finally get your hands on it! Along with this great news, we released a new trailer! Check it out: [previewyoutube=zRHmMVlpF-c;full][/previewyoutube]
Add us to your Wishlist so you'll be notified as soon as the game drops!
You will be able to play Dungeon Drafters on April 27th! The game will be released on the PC platform and we will be super excited to see you finally getting your hands into the game! As for consoles, we are currently working with our publisher on the porting. We want the game to reach your favorite console as soon as possible, but that does not depend only on our side, since it is a complicated process that has a lot of people involved.
Music Collab
We have some extra news to share! As you may remember, we promised a special collaboration as part of our Kickstarter extra goal. And now, we're happy to announce that it's finally done!
We had the honor of working with the talented Hiroki Kikuta, a renowned composer known for notable games like Secret of Mana. We decided to collaborate with him on the game's Arena song, which is a special dungeon that includes most of the Kickstarter extra content. The song is pure Kikuta magic! It's simply amazing, and we can't wait for you to listen to it! Click here to Listen to it!
Development Report
In addition to preparing for the release, we are also putting in a lot of effort to continue improving the game!
- Final Revisions
New Card VFX
Magma City Reworked Content
Fixed Bug-List on our Dev Discord server
- Final Game UI
New In-Dungeon UI We've also noticed that there was a lack of teaching the game in the Adventurer's Town. Players would get lost with all of the content, and some would never figure out how to travel to a dungeon or open the deck builder. That's why we designed the in-game guide! Which will help players figure out tons of information about the game while playing.
Town Map available on the Guide!
Lengthy In-game Guide to help players! The guide includes a list of cards, bestiary, NPCs key information and a map to help you navigate around! As you make progress in the game, more content is discovered in the guide, making it a reliable source to check information about entities and mechanics in the game.
- Save System!
Save Shrine on the Second Floor of a Dungeon! You can now safely save your progress without having to return to the Adventurer's Town. For those who like to take the crawling part slow, you can finish just a single floor and resume your session later! No saving on the boss floor though
- Cutscenes
A Frame from a Explorer's Cutscene
- Localizations
ja-JP Localization!
pt-BR Localization!
fr-FR Localization! Dungeon Drafters is actually a very hard game to localize. Text space is often too small, terms need to be super consistent to ensure mechanics can be correctly understood, and lore dialogues have nuances based on characters personality and values. We want to reach as many players as possible, and we hope every language received enough love from our localizers as we asked them to!
Thank you
Since the Kickstarter campaign, we've been putting all of our energy into ensuring that the game is the best it can be. Our efforts will continue until the very last moment! As the release date approaches, we feel a mix of excitement and nervousness. It's incredibly meaningful to us to be able to share this journey with all of you, and we'd like to express our gratitude to everyone who has participated thus far. We hope you're as thrilled as we are and that you'll enjoy the game as much as we do! Warm regards, Rafael Fressato
Join us for a live Q&A on Dungeon Drafters!
In this stream, we will answer all of your questions about the game! We're looking forward to hearing your thoughts and feedback. From mechanics to characters, we'll delve deep into the game's features and give you a closer look at the world of Dungeon Drafters. If you're looking for more information on the upcoming deck-building Mistery Dungeon, this is the perfect opportunity for you! Hope to see you there!
Join us for an exclusive sneak-peek at Dungeon Drafters, the upcoming deck-building Mistery Dungeon!
Get ready for an epic adventure as we showcase thrilling battles and deep deck customization. Help us build an amazing deck, battle fierce monsters, and uncover exciting secrets. Don't miss your chance to see the game in action and add it to your Steam Wishlist. We hope to see you there!
Hey there! I'm Lucas Demo, producer of Dungeon Drafters, and today I'm here to announce the release window for the game, talk about recent events that we are taking part in, and also give updates on how the development is going.
Release Window
Oh yes! Dungeon Drafters will be released in the second quarter of 2023. After many years of long and hard work, we are finally approaching a version of the game that we are happy with. We know that during this journey we faced a few delays, but at the end of the day we are truly glad about how the game is turning out.
The closed playtest helped us a lot to visualize aspects that we needed to address. We are focusing on finishing the final parts of development, and working on related things necessary to prepare the release.
Events
Part of releasing Dungeon Drafters is, of course, building the hype. Because of that, we recently took place in two big events. One of them, the Taipei Game Show, just ended today. It was amazing to see our game community expanding, and we got excited to localize Dungeon Drafters and take part in this event.
The second event, which is starting today, is Steam Next Fest. This is huge. Many players will be looking at Dungeon Drafters for the next week, and we might have a lot of new people joining the community. We are glad that the game seems to have a decent spot among other amazing titles in such a massive event. For that occasion, we've prepared a new demo of the game (and hopefully the final demo that we have to work on), which features changes to decks and all six playable characters.
Development Report
Besides the effort that we are putting to prepare the release, we also have to keep working hard on the game itself. We still want to work on changes, balancing, and polishing.
- VFX Rework
Over the past few weeks, we've revisited many cards of the game to address issues and quality improvements, both in visual and sound effects. Here are a few of the spells that we put some extra love into, and they now look outstanding!
- Deck builder and Text
- Quality of Life
We sincerely hope that improvements in the settings will help Dungeon Drafters to be more accessible for all different players, and allow you to personalize the options that better suit your gameplay flow.
- Music
- Cutscenes
We wanted to visit retro games to get a reference of what these cutscenes could look like, how they can effectively present the world, and also stay relatively manageable from the production view. Our artist, Lucas Bressan, is right now putting a lot of effort into creating these frames, and we hope that this, combined with the right sound, will create an immersive layer for players while accessing their nostalgia for old games opening!
Thank you
Thank you very much for your support. I mentioned countless times how our community gave us amazing feedback, encouraged us to take the time to work on this game, and respected the decisions that we've made while the game evolved. I'm thankful. Best, Lucas Demo
10TH MIX NEXT FESTIVAL
Hey there, Lucas Demo here, producer of dungeon drafters. I'm happy to announce that we are taking part in the 10th MIX Next Festival today!
The demo version of Dungeon Drafters is once again available during the event and we would be glad to reach out to new players Not only that, but it's been a while since we last talked about the game, so let's take a quick look at how development is going so far.
DEVELOPMENT REPORT
In the last dev report, we mentioned working on the game tutorial, and in fact, we did finish it. Dungeon Drafters now has a proper tutorial that teaches the player the core systems of the game.
After a shipwreck, our adventurer wakes up on the shore of the Misty Grove Ruins, where they will learn about combat, cards, shrines, and ultimately, death!
Not only we finished working on the shore, but working on the starting Boss fight made us rethink our previous work. We decided to spend time polishing all boss battles. We wanted to make sure it looks gorgeous and plays well.
Another cool thing we did since the last report was the Kickstarter NPCs! As you might remember, some support tiers included the opportunity to co-design a character in the game. Our art director, Lucas Bressan, collaborated with those backers to create amazing-looking artwork.
You can interact with Kickstarter NPCs at the Adventurer's Town.
Boss fights and tutorials were essentially the two biggest milestones we had to finish. The work is not complete tho. We now start another journey. It is time to polish miscellaneous stuff around the game, do bug-fixing, and playtesting. Make sure to follow us on Discord to keep an eye on how this is going. Thank you very much for following us. I appreciate your support, Best, Demo
Dungeon Drafters
Manalith Studios
DANGEN Entertainment
Q2 2023
Strategy RPG Singleplayer
GameBillet
16.24 /
€
Game News Posts 29
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mostly Positive
(497 reviews)
https://dungeondrafters.dangenentertainment.com/
https://store.steampowered.com/app/1824580 
[1.41 G]
As long as you have the cards, the power is in your hands!
Play as a young adventurer eager to explore ancient ruins in this tile-based dungeon crawler with rogue-lite elements. Choose your character, create your unique spell deck and plunge into the ancient dungeons on a quest to rid the world of evil and forbidden cards.Battle it out in tile-based combat with your spell deck to execute incredible combos that devastate the battlefield. Collect rare cards, loot treasure, rescue lost adventurers, then return to town to prepare for your next run. Dive deeper and work your way toward building the ultimate spell deck that will banish evil from the world forever.
KEY FEATURES
- Magic Cards - Your cards are your arsenal. Split the ground open with earthquakes, hurl white-hot fireballs, and summon powerful allies to eliminate your foes.
- Six Characters - Choose an adventurer, getting a signature starting deck that guides your initial play-style. Regardless of your initial decision, you may branch out and create any deck you want in the game.
- Dungeon Crawling - Venture into any of the six dungeons in the world. In doing so, learn the tricks of each of the area's monster, make adjustments to your deck and seek specific cards.
- Punishing Death - As you explore dungeons, you'll have the opportunity to either dive deeper or return to the Town to secure your spoils. Be careful not to dive too deep and lose your loot!
- Elaborate Deck Building - Whether you're a power gamer looking for the strongest and most broken cards, the lab scientist who loves testing out novel, audacious combos, or the completionist, who yearns to 100% their card collection, you'll find something to love with the deck building system.
- Adventurer's Town - Prepare for your next adventure while exploring the beautiful Town. Trade your cards, shop for new ones, open boosters, talk to NPCs and initiate challenging quests.
- Processor: Intel Core i5 4440 or betterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GTX 760 or better
- Processor: AMD Ryzen 7 1700 or betterMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Nvidia GTX 1660 Super or better
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