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Version 0.9.5 Launches Onto Early Access

The Daily Dungeon


Many of you probably know of the Featured Dungeons system. Unfortunately, maintaining it is too much of a time investment for me, so I decided to implement a new type of community spotlight - the Daily Dungeon!

The Daily What?


Each day, a new creator is chosen to have one of their dungeons be featured on the latest Daily Dungeon Board outside the workshop!
Being featured as the Daily Dungeon is also rewarded with a new badge! We also made the change to remove the silhouettes of badges that you have not claimed yet, as several people have expressed distaste for fear of missing out in relation to badges that are no longer claimable, like the Demo badge.

Spectral Fire Bars


This new variation of the fire bar will reveal invisible objects in its light radius.

Metal Fire Bars


This new variation of the fire bar is substantial and does not deal damage. Instead, it pushes objects away!

Elevating Bats


You can now make bats elevated, requiring you to jump to reach them!

Steam Cloud Now Synchronizes Your Created Dungeons


As some of you might remember, we tried to implement a custom cloud system using mod.io because Steam Cloud refused to synchronize the dungeons that you make. Unfortunately, after many weeks of tweaking it, we abandoned the idea because it didn't turn out well enough for our liking and always had residual issues. Randomly, I tried configuring Steam Cloud to synchronize created dungeons againand this time, it worked! I have no idea why since the configuration is exactly the same as last time. So, I assume Steam fixed an internal bug that prevented it before. Your created dungeons now synchronize using Steam Cloud, so you can switch between PC and Steam Deck seamlessly and continue building your dungeons!

What's Next?


This week's update was a bit smaller since we are hard at work on next week's update. And no, it won't be the next major update just yet. But we have something handy planned that you will enjoy immensely! Have a friend interested in Quest Master? You can save 10% on the Quest Master x Super Dungeon Maker Bundle! https://store.steampowered.com/bundle/41984/Super_Dungeon_Maker_x_Quest_Master/ If you haven't, join our Discord! You can also follow us on Twitter/X. As a reminder, the Halloween Limited Timed Event is active until November 30th, so you have half of a month to unlock the limited-time exclusive rewards in Quest Master! Cheers!


[ 2024-11-16 01:11:02 CET ] [ Original post ]


Version 0.9.4 Falls Onto Early Access

"One" Conditions


A new set of conditions have been added for the case of "One! For example, if JUST one (but not more than one) of a given shape is activated. The logical operation equivalent is XOR, in case that's helpful for some!
New exclusive or condition being shown In the context menu.
The chest will appear if only one of the switches is pressed.

Diggable Hole Variant: Bottomless Hole


A variant of the Diggable Hole, the Bottomless Hole, has been added to the game! Instead of being able to dig up an item for example, you can fall through the Bottomless Hole after you dig it up!

Of course, you can also fall into the floor below through it!

New Dungeon Feature Tag: Ringless


Prevent Taking Rings Into Dungeons


The new Ringless feature tag makes the player start with no rings and no ring box when entering your dungeon.
You can use it to enforce a consistent gameplay experience if you don't want players to modify their experience through rings.

Place Rings and Ring Boxes As Rewards Inside Your Dungeon


Additionally, with Ringless enabled, you can place all Rings and Ring Boxes you have unlocked so far in your dungeons! You can use it for example as extra progression, or in shops to spice things up!
The Ringless tag is required to place rings.
All the rings and ring boxes you have unlocked are available to place.
Collecting rings in play mode.

New Dungeon Feature Tag: Mapless


New new Mapless feature tag prevents you to look at the map before you have collected the item.

New Dungeon Feature Tag: Permadeath


The new Permadeath feature tag makes it so dying in multiplayer is permanent. Usually, dead players automatically review after a few seconds with a quarter of a heart.

Revive Players With The Coffin


With the new Permadeath tag, it was required to add a more explicit way to revive players. We took inspiration from games like Donkey Kong Country and Spelunky, and implemented the Coffin! They also work across rooms and floors!

New Dungeon Browser Tab: Played Dungeons


You can now see a list of the dungeons that you have played in the Dungeon Browser, sorted from newest to oldest.

New Dungeon Browser Tab: Liked Dungeons


You can now see a list of the dungeons that you have liked in the Dungeon Browser, sorted from newest to oldest.

Disable Combat Music In The Settings


One person raised distaste in the Combat Music that plays in rooms that use the Kill All Enemies Condition. Unfortunately, because we don't have the budget to redo or make it based on the dungeon theme, I decided to add an option to simply disable it in the settings!
Ayo I'm eepy so I gotta go sleepy


[ 2024-11-09 02:44:40 CET ] [ Original post ]


No Update This Friday -- Team Is Getting Some Rest!

Hey y'all! We decided to not push ourselves to do an update this Friday. There were some personal things coming up for a few of us, and together with being very exhausted from last week, it was simply pushing us a bit too much. We are already in the production phase of next week's update, which will be incredible. I hope you're looking forward to it! We hope you all enjoyed Halloween and the festivities. See you next Friday!


[ 2024-11-01 11:09:59 CET ] [ Original post ]


Version 0.9.3 Is H-H-Haunting Early Access

[previewyoutube=T_Rt4W4uVVA;full][/previewyoutube]

Welcome To Spooky Town


Halloween has reached Castle Town! Explore a beautifully frightening version of Castle Town during the Halloween Event, which will last up until November 30th!

Enter Moonlight Brambles


Moonlight Brambles marks the newest dungeon theme we are bringing to Quest Master! We revamped Dewdrop Roots to make it more appropriate for Halloween, including gravestones, spiders, gargoyle statues, falling leaves, and more! It also boasts a chilling rendition of Dewdrop Roots' OST. The theme will be available forever, not tied to the Halloween Event itself!

From the Lore Master: The Legend of Moonlight Brambles


They say that deep within Aetheria lies a place untouched by the sun, where the moon never sets, casting a cold, silvery glow over an ancient forest known as Moonlight Brambles. Travelers whisper of a haunting beauty within its twisted trees and winding paths, but they warn that few who enter ever return the sameif they return at all. For as long as anyone can remember, Moonlight Brambles has been cloaked in mystery and dread, its roots steeped in the arcane and its air thick with the scent of earth and forgotten things.
The forest is littered with eerie remnants of a long past: skull torches with blue flames that flicker in the windless night, stone gargoyles that seem to watch with unblinking eyes, and cemetery headstones marked with names worn away by centuries. Some say these graves belong to ancient Aetherians who wandered too close to the realms of the dead, cursed to roam the brambles in search of rest they can never find. Phantom figures, known as the Lost Ones, are rumored to drift through the fog, their hollow eyes glinting like starlight, bound to this place by powerful forces beyond mortal understanding.
In the deepest parts of Moonlight Brambles, giant spiders weave webs that shimmer under the moonlight, catching not just the unwary but whispers from the underworld itself. Ghostly Zorbs float between the twisted trees, their forms fading in and out like dying embers, guidingor perhaps luringthe curious ever deeper. And then there are the pumpkins that grow wild here, twisted and gnarled, each with a leering face carved as if by invisible hands. Legends claim they were planted by a shadowy figure who once tried to claim the brambles as their own, and though the figure is long gone, the pumpkins remain, a mark of the forest's dark past.
The Moonlight Brambles are more than just a forestthey are a threshold between the realms of the living and the dead, where magic runs wild, and the spirits of the past find no rest. Those who venture too close are warned: tread lightly and keep an eye on the path, for the forest has a way of closing in on those who dare disturb its ancient slumber.

Earn The Exclusive Halloween Badge


Show everyone that you've been there! Play Quest Master during the extraordinary Halloween Event to earn a time-exclusive name badge that will show on your user profile.

Jack the Reaper


Rumors are going around that Jack the Reaper supposedly shows up sometimes in Castle Town... what horrors might be bring? But be quick! He will unlikely persist after the Halloween Event has ended.

Logic Update


As promised in last week's post, we are also shipping a major update to the conditions and logic!

Inverting Shapes


Each Shape can now be inverted! For example, rather than having the shape trigger when the enemy is defeated, it will trigger while it is still alive!

This chest will stay visible as long as all enemies are alive.

Condition Variants


Most Conditions have been given multiple variants to enhance usability. All Shape Conditions have options for checking for Any or None instead of just All instances of a given shape.

The chest appears when any of the bats are killed. Other Part Conditions have also been given similar treatment, for example, a condition variant for when No Enemy Has Yet Been Defeated!

Cycle Through Part Variants In The Book


You can now cycle through the variants of a given part by right-clicking! (We haven't yet found an excellent way of doing this on the controller, so we'll add that next week!)

Sliding Arrow On Part Book


It wasn't very clear before that you could move your mouse cursor to the left edge of the screen to bring up the part book again after it slid awaywe now show an arrow indicating that it's possible, which should fix that!

Going Backwards In The Context Menu


You can now go backward in context menu properties like the direction using right-click (gamepad bindings coming next week!). This is a much-requested quality-of-life improvement!

New Banner Decoration


Looks pretty nice, eh?

Closing Thoughts


If you haven't, join our Discord! You can also follow us on Twitter/X. Don't forget that you can bundle and save with the Super Dungeon Maker x Quest Master Bundle! https://store.steampowered.com/bundle/41984/Super_Dungeon_Maker_x_Quest_Master/

Happy Halloween from the Quest Master Team!



[ 2024-10-25 23:31:19 CET ] [ Original post ]


Version 0.9.2 Appears On Early Access

Give Messages With Text And Wall Signs


The new Text Sign and Wall Sign can be used to write custom messages for players to read. It's pretty simple but very much highly requested! We were a bit reluctant to add them since there are issues with moderation of this type of content, but since you could already add custom names and descriptions to your dungeon, it wasn't a valid argument.

Shield Acts As Grappleshot Target


You can now use the Shield to act as a Grappleshot target in Multiplayer dungeons!

Water Level Raised Condition


The shape slot of Water Level Switches has been replaced with a general purpose Water Level Raised Condition in the Part Conditions tab of the context menu!

Floor Switch Failed Condition


A new Part Condition has been added for whenever the player has failed to step on all Floor Switches without hitting a single one twice.

More Parts Can Be Turned Invisible


Bridges, Floor Switches, Spawners, Note Switches and all Door types that previously haven't been able to be turned invisible can now be turned invisible!

New Loading Screen


We revamped the look of the loading screen, as people sometimes thought their game was frozen because it looked too simple. The new loading screen also includes randomized tips and trivia from the game now!

Significant Performance Improvements And Loading Speed Reductions


Loading dungeons has been made significantly faster. Expect your dungeons to load on average twice as fast. The game's performance and stability have also been improved, especially on lower-end hardware like the Steam Deck. Over longer gameplay sessions, the game slowed down gradually, which is not the case anymore. Hooray!

One More Thing


You can now place Tattle Totems, famously known from Castle Town, in your dungeons! You can also give them a custom message that is told to the player when they hit it.

They even stare at the player in maker mode.

What's Next


Next week, we will release a significant update to the logic creation aspect of Quest Master! Stay tuned! Quest Master is still on a 20% sale for a couple of hours, so grab it while it's at a reduced price if you haven't yet! https://store.steampowered.com/app/2094070/Quest_Master/


[ 2024-10-18 23:49:20 CET ] [ Original post ]


Version 0.9.1.0 Rises Onto Early Access

Welcome to this week's content update! It's already been one week since the latest major update, so let's get right into what's new!

Water Levels & Water Level Switch


As promised, Water Levels have been implemented!
Water levels function per floor and can be toggled using a Water Level Switch.
You can also customize the starting water level of a floor in maker mode by simply pressing the Water Level Switch.
You can even swim through underwater doors! One very important detail that was of upmost importance to me was making Water Levels highly performant. I'm delighted to report that using Water Levels has no impact on performance at all, which means you can use it as much as you want! Due to how Water Levels had to be implemented upon all existing mechanics, some things don't work underwater yet, for example objects placed on top of moving platforms won't move with the platform if the water level is raised. I will alleviate those technical limitations in the coming days and will be rolling out these refactors afterwards!

Lava- and Mudfall


With the addition of Waterfalls last week, it only made sense to also add both a Lavafall and Mudfall!
Lavafalls are purely hazardous, and simply just look great.
Mudfalls can be run down using the Hermes Boots.

Pressure Plates Can Be Pressed Underwater


Pressing Pressure Plates underwater was previously not possible due to how they worked under the hood. This week, the internals were refactored, and they are now able to be placed underwater and you can press them when diving or pushing a block onto it for example.

Torches Can Now Be Turned Invisible


This has been suggested as a cleaner way of making darker rooms without having a torch visible in your room.

20% Off Still For One Week


Quest Master is still 20% off for 7 more days, so if you haven't grabbed the game yet, make sure to do so!

Polaris Event


Quest Master has been chosen by Dennsen86 for the annual Polaris event on Steam! We're super grateful for that opportunity and huge shoutouts to Dennsen!


[ 2024-10-12 00:17:26 CET ] [ Original post ]


MAJOR UPDATE | Deepcoral Cove Washes Onto Early Access

[previewyoutube=gvAPc1oYL_Y;full][/previewyoutube] It's major content update time! We can't believe it's been two months since the last major update. This is our largest and most ambitious update so far, so we hope you are excited!

20% Discount Sale


Just like last time, we are offering a 20% sale discount for two weeks! So, if you've had the game on your wishlist and have been waiting for a sale, grab it now! https://store.steampowered.com/app/2094070/Quest_Master/

Let's dive into what's new:


Deepcoral Cove


Dive into Deepcoral Cove, our newest dungeon theme! We have over 2,500 Dungeons created by our community, and now you can experience a whole new world of mechanics and features with our latest water theme.


Flippers


Equipped with Flippers, our heroes can now swim and dive in water.
You can put all sorts of dungeon parts at the bottom of the water, like chests, items, traps, springs, and much more.

You can also dive beneath the grating, allowing some neat new navigational options.

Grappleshot


The Grappleshot is probably the most requested item, and we are glad to release it finally! We've made a great effort to make it useful in many ways. Let's explore some of them! The Grappleshot can hook onto various objects, including the new Grapple Log!

It can also grab objects like big keys or other players from afar and pull them towards you!
Even pull levers can be pulled out with it!

Hammer


The almighty hammer joins the cast to tools for our heroes to utilize. It can smash breakable objects and stun enemies in its range. You can even flip over Spikadillos!
It can also pound down the new Posts!

Bubbles


The Bubble entraps objects inside of it, similar to Gusts of Wind.
In contrast, they can be moved using Turbines or other forces.
You can also pop it with most types of damage, so if your buddy gets trapped, you can free them with a slash of your sword!

Swim Ring


Attaching the Swim Ring to objects allows them to swim in water. For example, add it to Items or Chests to prevent them from sinking underwater.

Waterfall and Waterfall Door


We just HAD to add waterfalls and, of course, waterfall doors!

You can even make the waterfall door opening invisible for that classic "path behind the waterfall" effect!

Water Pipe


The new Water Pipe ejects a very strong stream of water that pushes objects away, similar to the Turbine. However, the Water Pipe's force cannot be counteracted, not even by running with the Hermes Boots.

Wall Fountain


Wall Fountains are a new decoration that can be placed on walls, similar to Wall Torches.

Reed


Reeds are a new decoration tile that can be placed on top of the water.

Taller Part Book


The part book now has one more slot and some added height. With the change of showing the variant count in the book, it made sense to counteract the increased part height by making the book overall taller.

Disabling Item Dialogues


We've added a setting to disable the dialogues that appear when you collect items. Instead, items will be shown above the player's head. This will be super helpful for experienced players who want to focus on gameplay flow instead of reading text. It's also great in multiplayer, as it doesn't stop gameplay for all players.

One More Thing


We are already working hard on the following updates. Here's a sneak peek at what's coming next week.
If you haven't, join our Discord! You can also follow us on Twitter/X. Don't forget that you can bundle and save even more with the Super Dungeon Maker x Quest Master Bundle! https://store.steampowered.com/bundle/41984/Super_Dungeon_Maker_x_Quest_Master/ Until next Friday!


[ 2024-10-05 17:35:49 CET ] [ Original post ]


Major Content Update Releases 10 AM Pacific Tomorrow!

Release Timing:


We are incredibly excited to bring you our newest major content update. It's our biggest and most ambitious update so far, with more manpower put into it than ever before. Everything has come together very nicely and we can't wait to see y'all make dungeons with the new theme and mechanics. That said, we need just one more day to finish up the trailer production and several other minor things to deliver a strong presence with the update. The update will release tomorrow, October 5th, at 10 AM Pacific time. Alongside it, a discount sale of 20% lasting for two weeks will launch.

Sneak Peak



Water Pipes will blow you away!



The Grappleshot finally makes its way into Quest Master!



With the Flippers, you can swim and dive!



The new waterfalls are stunning.


Hyped for the update as much as we are? Make sure to join Quest Master's Official Discord Server and Follow Us on Twitter/X. See you tomorrow! https://store.steampowered.com/app/2094070/Quest_Master/


[ 2024-10-04 15:58:13 CET ] [ Original post ]


Version 0.8.8 Duplicates Onto Early Access

Share Treasure With Your Friends With The Shared Chest


The new Shared Chest allows you to give the item it contains to all participating players!
Heart Crystals for everyone!

Switch Colors With The Color Rod


The new Color Rod allows you to swap the dungeon's color from wherever!
Works everywhere!

New Woodcutting Minigame Difficulty


Master Vu now offers you the Intermediate difficulty option for his woodcutting mini game. Minigame galore! You think you're up to the challenge?

5 New Pets Are Released Into The Wild


We've added 5 new pets to the game. There's even one super secret one!

Significant Dungeon Loading Performance Improvements


Hooray! I've been able to optimize the dungeon loading very significantly. On average, I saw speed improvements of 2x for loading the dungeon and improvements of 50x (yes, not a typo) for unloading, as in exiting, the current dungeon.

The Work Is Drowning Us


As y'all know, we are hard at work preparing next week's major content update! We are super excited to release these awesome new features to all of you. See you next week!


[ 2024-09-27 23:56:56 CET ] [ Original post ]


Version 0.8.7 Swaps Onto Early Access

Introducing the Pouch!


Many people have requested being able to carry multiple tools at once, so we've added the Pouch, which allows you to carry two tools at once!
Pouch get!
Swap those tools!
Combining the boomerang with bombs allows for ultra-wide reach! To explain why Quest Master does not offer tool switching in the inventory: [olist]
  • Having to open a menu dramatically hampers gameplay flow
  • Bringing up menus in shared-screen multiplayer is incredibly annoying, as it locks out other players from controlling their character
  • Being locked into a selection offers unique puzzle scenarios, e.g. having to strategically change tools or having to make a choice, or giving up your held tool to progress [/olist] Predominantly the Four Swords series has started the trend of being locked into a single tool, but I hope the new Pouch will be of great use for y'all! There's some crazy item combinations, like fire rod and bombs, that open up the way for many new puzzles, previously only possible in multiplayer or with puppets!

    Give the Propeller a spin!


    Finally, a new switch type! The propeller is activated by kinetic wind energy -- when wind touches it, it will start spinning. However, its friction will cause it to slow down gradually, until it comes to a stop again. This opens up many new possibilities for timed operations without the use of dedicated shapes!
    Turbines allow it to spin continuously!
    It will continue spinning until the Tornado vanishes!
    Gusts of Wind will active them for short bursts!
    They can also be deactivated with a condition!

    What's Next?


    We are preparing hard for the upcoming next major content update releasing on October 4th, so mark you calendars! It will introduce many new game changing features that will elevate your dungeons to new levels, quite literally. Next week is going to be a smaller update because of the preparations, so we are adding some content to Castle Town! See your next Friday!


  • [ 2024-09-20 22:58:55 CET ] [ Original post ]


    Version 0.8.6 Is Crossing Onto Early Access

    You Can Now Place Bridges Over Lowered Walls


    This has been requested for a long time and was very challenging to implement on a technical level, due to Quest Master not using real 3D physics. We delegated all week to implementing and playtesting the bridges so the new physics don't break existing mechanics! You can connect the edges of lowered walls with bridges!
    All objects can move both under and on top of bridges. Bridges can either be vertical or horizontal, depending on their placement.
    Again, they were incredibly difficult to implement, and due to the 2D physics engine underneath, impose certain technical limitations, for example not being able to have doors underneath a bridge. I am looking into possible solutions for this, but nothing is guaranteed. QM is stretching the boundaries of 2D physics so far already that it's essentially becoming a 3D game lol.

    Tattle Totems Are Appearing In Castle Town


    These mysterious stone statues give you useful information and hints, for example how long you have to wait before playing Lucky's Locks again. Their eye follows you around. Spooky!
    They give you useful hints and information.
    Who knows, maybe they will even come to the dungeon maker?

    Equipped Rings Are Now Shown In The HUD


    This should help identify worn rings at a glance and allow you to show off your rings more nicely.

    The Golden Goozer Has Been Added


    It's finally here.

    You Can Now Lock The Cursor To The Game Window


    This has been requested a lot recently, so I went ahead and added the option in the settings! It's enabled by default.

    Minecarts Can Now Be Turned Invisible


    This should allow some cool shenanigans, especially mini games! Can't wait to see it.

    Changelog


    • Blast Ring only protects against your own explosions now, for example from a bomb you are holding too long
    • Surface immunity rings (such as the Feathered Ring) now halve the damage from the respective surface as opposed to nullifying the damage entirely
    • Reduced the amount of damage given by Sharp Ring
    • Reduced the amount of defense given by Hard Ring
    • The animation for catching the boomerang has been removed as it was just annoying and hindering gameplay flow
    • Damage of explosions has been doubled
    • Damage of throwing big key has been doubled
    • Bombs no longer get bumped away be enemies on contact


    [ 2024-09-14 01:38:48 CET ] [ Original post ]


    Version 0.8.5 Hatches Onto Early Access

    Gabi's Pet Care Joins Castle Town


    Let's welcome Gabi! She joins Castle Town with her pet care.
    Have you found a mysterious egg? Bring it to Gabi and let her take care of it!

    Once enough time has passed, the egg might hatch into a pet that you can bring with you on your journeys, for example this cute chicken!
    We are booting with three pets to find, and will be expanding the amount of pets you can collect over the course of development, similar to rings. I hope you are excited! This is the first step of character customization, which I know many of you have been looking forward to.

    New Rings


    Four new rings have been added into the game, for both Lucky's Locks and Boo & Moo. Can you find them all?

    What's Next


    Next week, we will return to the dungeons again, with new dungeon parts to be released, with them being puzzle-focused this time. See you next Friday! (Kyle, who always makes the event banners, is traveling right now, so we are adding the correct banners once he is back home!)


    [ 2024-09-07 01:35:19 CET ] [ Original post ]


    Version 0.8.4 Is Storming Onto Early Access

    Welcome to this week's update! As promised, today is all about enemies. So let's get right into the goodies!

    Zorb Joins The Battle


    Welcome Zorb, one of our new enemies! He functions similarly to Zorbius, just less powerful, only shooting once and having significantly less health. He will still teleport around the room.

    Is This A ... Minic?


    The Minic is another new enemy for this week. It likes to hide among Mines until you get close, which will then lead to it running erratically around the room and exploding shortly after. You can knock it back with your sword or other attacks if gets too close. Fire attacks will make them detonate immediately!

    Many Enemies Now Have a Golden Variant


    We've added Golden variants for many existing enemies! They have significantly more health, are faster and deal a lot more damage, so watch out!

    Big Doors Have Been Given a Makeover


    We've given Big Doors the makeover they deserved, so enjoy all their new glory!

    Stairwells Have Been Made More Visually Intuitive


    Additionally, we've overhauled the appearance of stairwells to make it a lot easier to visually see which way floor they take you. I hope y'all appreciate this!

    Look At All Those Chickens


    What are these chickens doing in Castle Town?
    Give this puppy some love!

    What's Next


    Next week, we will be giving Castle Town a big update! Stay tuned for that. See you next week!


    [ 2024-08-30 23:55:00 CET ] [ Original post ]


    Version 0.8.3 Teleports Onto Early Access

    Welcome to this week's update! As promised, we finally finished the new boss! So let's get right into what's new, shall we?

    Zorbius Teleports Onto The Battlefield


    The new boss is called Zorbius! He is a menacing wizard that can teleport himself around the room and shoots Energy Balls at the player.
    He also can do a charge attack and gets more difficult the lower his health gets.
    Of course, you can configure the projectiles he shoots, so you can also make him shoot bombs for example for super chaos! You can also make him invisible! Here is a silly quick attempt at recreating the Ganon boss fight from The Legend of Zelda on the NES with an invisible Zorbius.

    Energy Balls


    Zorbius introduced the new Energy Ball projectile, which can be reflected with a spin attack. Use that to your advance in both combat and puzzles!
    He is currently missing some sounds, and a polished death animation, but we'll be finishing those off in the coming days!

    Remote Bombs


    The remote bombs have no fuse... they are detonated manually! This should be really useful in puzzles especially, so I can't wait to see what dungeons are being made with it.

    Entrances Got A Facelift


    The old entrance was super poorly made, so we decided to draw all entrances custom! Old dungeons using the previous entrance don't break, but using new entrances now will utilize this new one.

    Volume Scaling To 200%


    Some people have reported the game being a bit too quiet, so we added the ability to scale the volume to to 200% from the default 100%. I hope that helps!

    Significant Performance Improvements


    Another week, another round of very major refactors that have significantly improved the game's performance in most areas this time. Not only general gameplay and making rooms a lot less prone to lag with many entities, but also editing your dungeon is a lot more snappy now with large rooms, and especially using the paint bucket tool.

    Changes To How The Floor Below Is Shown


    We've made a pretty significant change to how the floor below (for example through a hole) is being rendered in the game. Previously, It was using a perspective which made it shrink a bit, which looked cool, but was unintuitive while playing and also while designing the dungeon, as tiles didn't always line up 1:1. This is now changed. The floor below is now rendered fully orthographically, meaning tiles will line up 1:1. This was not only done because of visuals, but also due to some technical reasons, which also makes the floor below rendering a lot more efficient now, essentially making it negligible.

    What's Next


    Next week, we will be releasing the new Enemies that we have talked about before! So I hope you are all excited. See you next week!


    [ 2024-08-23 22:58:53 CET ] [ Original post ]


    Version 0.8.2 Falls Onto Early Access

    Finally it's here! The technical difficulties have been luckily resolved. To cut a long story short, it was caused by an external package used for playtesting purposes... yea. Even considering that it could be the culprit took long lol. Let's get right into what's new!

    Lock the Path With Sockets And Gems


    The new sockets allow you to utilize differently colored locks and require the player to insert the correct gem into it! They also show up on the map.


    First Sword Variant: Tree Branch


    We've added the Tree Branch, the first variant of the sword! It breaks in a single hit, but deals extra damage and knockback. I'm sure it will be super fun in swordless dungeons!


    More Shapes


    We've expanded the context menu to have five columns to prepare for the future, and with it, added two new shapes to fill the gaps!

    0 and 9 Sign


    We also added the 0 and 9 number signs now, which has been requested heavily.

    9 and 10 sequence


    FInally, we also closed up the sequence index gaps, with the 9th and 10th index now being available.

    A Sneak Peak At the New Boss


    We are working hard on the next boss. It's the most complex boss art-wise so far and has very fluid animations, which is why we couldn't finish its animations just yet. But here's a sneak peak!

    Our Discord Server Reached 1000 Members


    Huge thanks to all of you. It's a bustling community of dungeon makers and players and we welcome everyone! Join the server now if you haven't already! See you next Friday!


    [ 2024-08-18 22:41:29 CET ] [ Original post ]


    Critical Technical Difficulty - Weekly Update Delayed Indefinitely

    Hey guys! Unfortunately, somewhere in the over 300 update commits I did this week I introduced a critical issue that affects lower end devices like the Steam Deck. This issue is not reproducible in the Unity Editor, so I have to painstakingly upload builds from various points in time to Steam to test them on the Deck and find the commit that introduced the issue. I'm writing this at 3 AM right now, and I hate to delay this update. But this issue makes the game borderline unplayable for some reason on Deck, and it shouldn't even happen in the first place. It could also be a weird quirk with the Unity Engine that's undocumented, wouldn't be the first time. I am delaying the update indefinitely until I got the issue ironed out, which I am putting all my effort into! I hope to have it fixed by the end of day tomorrow, because I kind of also have to go to sleep now, as the efforts of the past hour haven't been very effective. I hope you can forgive this mishap! These weekly updates put a lot of strain on our small team, even though it's satisfying and rewarding to update the game so frequently and seeing y'all enjoy it so much. Apologies again for the delay, I hope you continue to enjoy the game regardless!


    [ 2024-08-17 01:18:42 CET ] [ Original post ]


    Version 0.8.1 Haunts Early Access

    Apologies for the delay! We posted the update yesterday as usual, however our community quickly found critical issues we needed to address. As it was past midnight for Julian, we decided to take the update down and address the issues today to bring a polished update to all of you instead of a broken one. Let's get right into what's new this week!

    Lunarc Comes To Haunt You


    This immortal entity unalives anything its mighty scythe touches in a single hit. This includes the player, but also enemies! Lunarc will haunt you inside the room you place it. At the moment there is no way to officially kill it, as the mechanics intended for that are not in place (he will become vulnerable by shining light onto it).
    You can also make Lunarc invisible, which keeps his scythe still visible. This results in an interesting aesthetic similar to the Deathsword fight in The Legend of Zelda: Twilight Princess.
    Additionally, Lunarc shows up on the map. Since he will haunt you in the entire room, this can prove very helpful.

    Introducing Mines


    This new trap explodes when it touches anything. It starts beeping when you get close to it, indicating that it's about to explode.

    Write Notes In Maker Mode


    You can now write custom notes in maker mode! You can use these for organizing and planning your dungeon. They even come in four juicy colors!

    Updated Stairwell Map Icons


    We have color coded the stairwell icons, as their rotated sprites on the map were sometimes a bit hard to visually understand.

    Major Performance Improvements


    The game's performance and stability has been majorly improved, making dungeons that were previously unplayable on Steam Deck now a butter smooth 60 FPS. As always, continuous effort is being put into making the game as easy to run as possible, and your dungeons are a great stress test for that.

    What's Next


    As promised, we will release another boss next week! So look forward to that. We are also working on major expansions for Castle Town, which hasn't seen changes in quite a while, so it's overdue for sure. See you next Friday!


    [ 2024-08-10 18:42:00 CET ] [ Original post ]


    MAJOR UPDATE! | Gustwind Palace Sails Onto Early Access

    Today marks the 12th content update we've brought to the game ever since we launched into Early Access about two months ago, with this update being the biggest one so far! Take a look: [previewyoutube=M5ej-QOpsjo;full][/previewyoutube] In addition to this huge update, we are putting the game on a 20% sale discount for two weeks! So if you've had the game on your wishlist and been waiting for a sale, now's your chance. Let's dig a bit deeper into what's new!

    A New Theme Has Been Added Into The Mix


    Gustwind Palace soars high atop the sky. Make use of it's beautiful parallax sky backgrounds and luscious greenery to decorate your dungeon.




    Get Some Tailwind With Turbines


    Turbines suck and blow away objects! They come in four flavors:
    • Exhaust Turbine: blows away objects
    • Intake Turbine: sucks in objects
    • Red Turbine: controlled with Color Switch, exhaust by default
    • Blue Turbine controlled with Color Switch, intake by default
    Their strong winds penetrate certain objects like fences too! Additionally, they affect airborne objects too, in contrast to conveyor belts.

    Get Blown Away By Gusts Of Wind


    The new Gust Of Wind projectile entraps objects it touches and takes them with it until it hits a wall and vanishes!

    Create Updrafts With Whirlwinds


    Whirlwinds shoot objects up high into the sky. You can even reach the higher elevation when the whirlwind is placed in lower elevation this way!

    Blow Your Foes Away With The Tornado Rod


    The new Tornado Rod, a variant of the Fire Rod, creates a powerful Tornado that works similar to the Whirlwind, only that it is temporary! And yes, even Shadows can use it...

    Accelerate Using Hermes Boots


    The Hermes Boots are the next exciting thing! They allow you to run at super-speed, becoming the fastest way to travel by foot now! Of course, you can chain them together with Whirlwinds, Tornados and other momentum based objects, like Springs!

    Slide


    You can also run up Slides with the Hermes Boots! Otherwise, you'll just slide down, including any other objects, even pushable ones and minecarts!

    Sift Through The Mud


    Only running with the Hermes Boots allows you to cross the new Mud tile! Anything else will drown in it, similar to Water and Lava.

    Sail Away With The Sailcloth



    Up, Up And Away With The Balloon


    The Balloon is a new modifier, just like Wings are! They make the object you attach it to fly, but if they are hit by an attack, the Balloon pops and makes the object fall towards the ground.

    Climb Up With Ladders


    Many people have wished for stairwells that you can place on regular ground, so here we go! These ladders integrate neatly in your dungeon and allow you to get to the floor above or below anywhere.

    Decorate Your Dungeon With Windows


    The Window is the first decorational part we are adding to the game. Many more to come!

    Bushes And Skulls Are Brought To All Themes


    Many of you have requested being able to use both skulls and bushes in all themes, and we listened! Note that they still behave the same mechanically, so there are no breaking changes, it's purely decorational.

    Count On Number Signs


    The new number signs from 1-8 hopefully will fit well into your sequence puzzles and other shenanigans! Another much requested feature.

    What's Next?


    New enemies and bosses have come a bit short, so we are focusing on adding new exciting ones in the next weeks. So look forward to that! In the meantime, we hope you will experiment with adding the new modifications, like the balloon, onto existing enemies and bosses! We hope you are excited about this update. We can't wait to see new dungeons made with these mechanics! See you next Friday! If you haven't yet, join our Discord! You can also follow us on Twitter/X. https://store.steampowered.com/app/2094070/Quest_Master/


    [ 2024-08-02 21:58:57 CET ] [ Original post ]


    Version 0.7.11 Swings Onto Early Access

    You Can Now Place The Sword In Your Dungeon


    Finally, you can place the sword somewhere in your dungeon. This works best in tandem with swordless dungeons (a dungeon tag you can enable), which makes you start without the sword.

    Introducing The Sword Pedestal


    In addition to being able to place your sword anywhere, there's a new type of pedestal specifically for swords, the Sword Pedestal! You can use it to either force the player to give up their sword, or you can use it in aesthetic manner.
    Note that the sword can still be placed on regular pedestals and coin pedestals.

    New Custom Map Icons For All Pedestals


    With the new Sword Pedestal, we thought it would be beneficial to give each pedestal a unique map icon.

    The Calm Before The Storm


    The first Major Content Update will release next Friday, so mark your calendars! It's going to be the biggest update by far that we've ever released, so we hope you are very excited for it! It introduces a brand-new dungeon theme and many, many new dungeon parts.

    Calling All Creators


    Do you stream or make content? Be sure to join our Official Discord Server and join our community and share your stuff. You never know who might pop into your streams, from fellow creators to devs and fellow Quest Masters!


    [ 2024-07-26 16:54:25 CET ] [ Original post ]


    Version 0.7.10 Is Pitching Onto Early Access

    You Can Now Configure The Octave Of Note Blocks And Note Switches


    The new Note Blocks and Note Switches are a beloved feature of many already. Being requested a lot, we are now adding customizable octaves to both to allow even more music and sound possibilities!

    Checkpoints Now Show Up On The Map


    Checkpoints now show up on the map screen. Handy!

    Airborne Fire Bar Visual Improvements


    Previously, it was very difficult to differentiate airborne from grounded fire bars, as the fire balls didn't have a shadow. Now they do!

    You Can Now Bind A Hotkey To Restart The Dungeon


    People love speedrunning dungeons. To make it a bit more convenient, you can now bind restarting the dungeon to a hotkey, for example R in this example.

    Huge Performance Improvements


    Many parts of core hot paths in the game's code have been refactored and optimized greatly, for example utilizing the GPU fully to render reflections of objects. This should make the game even smoother, especially in areas with many idling objects such as pots. Lower-end devices like the Steam Deck will also make great use of this. I've seen FPS increases of up to four-fold with these improvements, which is great and in line with my ongoing effort to make the game as accessible as possible.

    Getting Ready For Next Theme


    We are hard at work in the background preparing the first major content update, which will include a brand-new dungeon theme, releasing very shortly. The update will include many new dungeon parts for you to use, including a bunch of new, very exciting items. I hope that update will blow you away! Can you guess what it's going to be? See you next week!


    [ 2024-07-19 21:39:51 CET ] [ Original post ]


    Version 0.7.9 Grooves Onto Early Access

    Welcome to this week's content update! This time, it's all about making noise. Let's get right into it!

    Introducing The New Note Blocks


    We've adde the Note Block! It comes in 12 variants (C, C#, D, D#, E, F, F#, G, G#, A, A# and B) and allows you to play the note when you hit that block with any damage, or even have enemies or traps hit it or when tied to a condition.

    Introducing The New Note Switches


    In addition to the Note Block, we've added the Note Switch! It comes in the same 12 variants (C, C#, D, D#, E, F, F#, G, G#, A, A# and B) and allows you to play the note when any object (player, trap, enemy etc.) steps on it or when tied to a condition.

    Introducing The Respawner


    We've added a third variant of the spawner, the Respawner! This variant encapsulates the previous behavior of the regular spawner, namely respawning and destroying the previously spawned object that it spawned. The regular spawner behaves as expected now, spawning a single instance and a single instance only, even when tied to a condition.

    Three New Dungeon Tags Are Available For Use


    Three new dungeon tags have been added, Exploration, Music and Escort, bringing the total up to 15 now!

    Spikadillos Now Break Crates And Barrels They Roll Into


    Spikadillos now break crates and barrels that they roll into. This is in line with what you would expect, since the player can also break them when they roll into crates or barrels.
    I can't wait to see music dungeons flooding in, or even more exotic mini games like Stepmania recreations. I hope you are enjoying this week's update! See you next Friday! If you haven't yet, join our Discord! You can also follow us on Twitter/X. https://store.steampowered.com/app/2094070/Quest_Master/


    [ 2024-07-13 00:18:25 CET ] [ Original post ]


    Version 0.7.8.0 Brings The Big Ring Box Onto Early Access

    An Upgraded Ring Box Can Now Be Acquired


    Give Gemini a visit once you have a appraised a fair share of rings!

    Breakable Parts Like Pots Or Crates Can Now Be Spawned Or Put Into Chests


    You can add them to enemies to spawn on death, spawners, chests, even pots themselves, and much more.

    More Info


    Unfortunately both of our artists got sick this week, essentially preventing them from working on the game to any significant degree, which is why this week's update falls a bit short on new content. I tried to still add some cool things that I could do without much or any new artwork needed. They both should hopefully be back and ready next week! Until then, see ya!


    [ 2024-07-06 02:02:53 CET ] [ Original post ]


    Version 0.7.7 Addresses Feedback Of 0.7.6

    Hey guys!

    Changes To Time System


    The new real-life time system got a lot of negative feedback, so we decided to change it back to an in game time system. In the first iteration, time-based minigames reset once you play a single dungeon, which obviously was too exploitable and prompted us to reconsider the system. While a real-life time system is cool and can be useful, we understand the issues it brings, for example if you cannot play on the weekends because of your personal life, or you simply don't want to wait an entire day for something to happen. This is why those aforementioned minigames will now be reset after about an hour of ingame play time. This still incentivizes playing the game, but doesn't force you to actually wait an eternity and rewards playing more of the game in fact too, which is nice.

    Ring Appraisal Is Now Immediate


    Gemini also now immediately appraises your rings, as opposed to you having to wait again for him to appraise the rings. This felt very tacked on and unnecessary, and just delays the excitement of getting a new ring.

    Spawners Can Now Be Inverted


    Similiar to torches and other invertible objects, clicking on spawners will invert their state and allow you to stop them with a condition or start them, depending on your context. (I actually just forgot to enable this feature for yesterday's update lol)

    Cloud Sync Disabled Until Fixed And Stable


    Unfortunately, we encountered issues in production with the dungeon cloud sync because of certain mod.io limitations. We've found the issues and will be addressing them as soon as possible, but we are disabling cloud sync until the issues are ironed out, as we don't want anyone to potentially lose their progress. We hope you understand! At the latest, the cloud sync will be ready and battle-tested by next Friday's update!

    Closing Thoughts


    We appreciate y'alls input a lot! It's in our best interest to make the game appeal to you, the players. Enjoy the game ! - Julian


    [ 2024-06-29 11:43:32 CET ] [ Original post ]


    Version 0.7.6 Is Spawning In Early Access

    Welcome to this week's content update. Let's get right into the goodies for today!

    Introducing The Spawner And Multispawner


    There are two new dungeon parts available for spawning objects at will, the Spawner and Multispawner! The Spawner allows you to spawn a single object. Once that object is used up or destroyed (for example killing the enemy), it will spawn another one to replace it. You can of course tie it to a condition too, to only spawn while something is happening, like a pressure plate being pressed. One application for it would be the common big key softlock where you lose your big key by throwing it to an inaccessible area, for example over a pit. In that case, you'd had have to restart from your checkpoint or the entire dungeon.

    The Multispawner spawns unlimited objects one after the other. This is super useful for enemy ambushes for example, spawning fairies in a healing room, or spawning items to guarantee that every player gets one without stealing.

    Introducing The Lit Bomb Trap


    The Lit Bomb can now be placed specifically in your dungeon, not just put into a container. This way, you can have lit bombs fall from the ceiling with a condition for example!

    Introducing The Metal Trapdoor


    A trapdoor variant has been added, the Metal Trapdoor! It requires more weight to open. You can for example use this to prevent players from taking objects with them into other rooms!

    Automatic Dungeon Cloud Synchronization


    Dungeons you create are now automatically synchronized with a custom cloud system we've implemented using mod.io.
    Unfortunately, Steam Cloud did not work properly for synchronizing dungeons, so we came up with this custom solution. A huge benefit of this custom system is that it's cross-platform! Meaning if you eventually get the game on Nintendo Switch, you can start building a dungeon on PC, and continue building it on the go on your Switch.

    Changes To Time


    The in-game time system has been changed to be based on real-life time. This means you are required to wait an entire real day to play another round of Lucky's Locks. The previous system unfortunately was very easy to exploit. There was a dungeon on the trending page which was used for farming rings! Which is totally against our intention. We intend to use this real-life time system a lot more extensively for cool unique events, and a proper day-night cycle too! Most mini games (there are a lot more to come!) will not use the time system though, so don't worry. The majority of them will be skill-based and repeatable at will.

    Boo Now Appears On A Set Schedule


    The traveling gambler Boo has gotten a new set schedule! She now appears every weekend (Saturday and Sunday) and also on a random weekday which changes per week. We hope this spawns some community engagement, so keep an eye out for her! We also changed Boo's shell game to now be skill-based as opposed to RNG. With this, we also slowed down the animation of her shuffling the cups. It feels a lot better and more fair like this. Thanks for your input!

    Four New Rings Have Been Added Into The Prize Pool


    Four brand new rings have been added into the prize pools of Lucky and Boo! Can you find them all?

    Throwing The Big Key Now Deals Damage


    Throwing the Big Key now deals damage to objects, just like throwing a pot for example does. This enables some cool new mechanics, like a swordless dungeon where you have to escort the big key to the exit while also using it as a weapon for example.

    Cracked Blocks Can Now Be Placed Inside Liquids


    Just like their non-cracked counterpart!

    Another Week Of Progress


    We hope you guys are excited about all these new features. See you all next week!


    [ 2024-06-28 18:54:36 CET ] [ Original post ]


    1,000+ Community Made Dungeons!


    We'd love to share a heartful...


    THANK YOU FOR 1,000 DUNGEONS CREATED!


    Want to find your dungeon? Download the 500 MB Version! You have gone above and beyond to help create an amazing community with Quest Master. From classic-inspired dungeons, kaizo, mini-game dungeons, and more, we are thrilled you have shared your time with our Early Access Launch! Last weekend, we shared an update featuring a new enemy, Spikadillo!
    This baddie is ready to be placed in dungeons, and we can't wait to see how they'll help make even more unique puzzles for dungeons. We're far from done, as we plan weekly updates as well as goals that are on our roadmap:
    Make sure to join our Community Discord and join in on the discussions, get ideas for your creations or even give us feedback! And if you haven't, tell a friend about our FREE Demo! Also, follow us on Twitter/X! From the bottom of our hearts, thank you so much! -- The Quest Master Team. https://store.steampowered.com/app/2094070/Quest_Master/


    [ 2024-06-24 15:47:45 CET ] [ Original post ]


    Version 0.7.5 Is Traveling Onto Early Access

    Introducing The Spikadillo


    Our newest enemy in the roster! Spikadillo will start rolling at the player on sight, and he won't stop!
    Block him with your shields or lure him into a wall to make him curl up into a spike-less ball, that you can then use as a weight on pressure plates for example!

    Look Out For Boo & Moo


    The traveling gambler Boo and her fluffy companion Moo might visit Castle Town. Give them a visit if you see them! If you're lucky enough, you have the opportunity to win one of the 5 new rings introduced in this update!

    New Sequence Incorrect Condition


    A new condition for the configured sequence being input correctly was added!

    Shadows Can Now Utilize Shields


    You can now add shields to shadows, blocking incoming attacks and expanding their combat versatility!

    One-Way Moving Platforms


    Moving platforms can now be configured to stop at their destination fully. This allows one-way platforms for example!
    Apologies for the delayed update! Due to the large size of this update, we wanted to take the extra measure to polish it up to our standards of quality. We hope you enjoy this week's update! See you next week!


    [ 2024-06-22 21:11:14 CET ] [ Original post ]


    Version 0.7.4 Is Spinning Onto Early Access!

    Introducing The Coin Pedestal


    Shops are among the most requested features, and we listen! The Coin Pedestal allows you to let the player buy an item using the Sword Coins they can collect in the dungeon. Just like regular pedestals, their coin counterpart also can be assigned a shape to trigger something upon buying, for example opening a door!

    Introducing the Shield Coin


    In addition to Sword Coins which are collected in the entire dungeon, Shield Coins count per room! This allows you to recreate those Silver Rupee puzzles well known in The Legend of Zelda: Ocarina of Time. Shield Coins reset with the reset switch, so you can also create a sequence puzzle with them for example.

    New Dungeon Stat: Average Completion Time


    Dungeons now collect information about the average completion time, which will get more accurate with more playthroughs (similar to how the clear rate gets more accurate over time). The completion time gives you a really quick rundown of approximately how long it will take to beat the dungeon, so I hope that will be helpful when planning your dungeon playlist for example.

    Physics Engine Refactor


    The entire physics engine has been refactored to operate frame rate independently, meaning you can now safely run the game at lower frame rates without breaking physics, like clipping into walls. This has fixed many issues on lower end hardware and makes the game consistent across all devices!

    Text Skip Setting


    There is a new "Text Skip" setting that allows you to configure how skipping text behaves!

    Reduced Flashing Mode


    The first of hopefully many accessibility options! This one turns the white teleporter flash transition black so it's easier on the eyes.

    Switches Are Now Conditional


    Conditions can now be added to switches. Make them appear!
    As always, all previous reported bugs have been fixed as well! Happy dungeon making, see you next Friday!


    [ 2024-06-15 02:00:10 CET ] [ Original post ]


    Steam Deck Verified


    Great news, adventurers! Quest Master is now Steam Deck Verified!


    With your Steam Deck, you can build, share, and conquer dungeons on the go. Create epic adventures anytime, anywhere! Make sure to follow Quest Master on Twitter/X to stay up to date with all of the newest additions in Quest Master. Don't forget to join our Community Discord! https://store.steampowered.com/app/2094070/Quest_Master/


    [ 2024-06-10 22:17:15 CET ] [ Original post ]


    Version 0.7.3.0 Is Rolling Onto Early Access!

    Introducing The Rolling Spike Trap


    Welcome one of the new traps, the Rolling Spike Trap! It moves forward until it hits a wall and then turns around. Of course, you can add wings to it to make it fly!
    They also interact with enemies and the environment, so use that to your advantage!

    Introducing The Sticky Blade Trap


    Sticky Blade Traps stick to the nearest wall and will move along them, either in counter- or clockwise direction!

    Chests Can Now Be Rotated


    This feature has been requested a lot! It only works for the small chests right now, since we are still finishing the animations for the big one! (It's a big art task!)

    Chests Can Now Be Spawned


    You can now have chests spawn in your dungeons (including their content!). Add them to enemies or diggable hole for example! To prevent softlocks, spawned chests can be lifted and thrown around.

    The Dungeon Browser Got A Huge Speed Boost


    The list is now almost instant. Thumbnails and stats are loaded asynchronously, to still allow you to immediately see name and tags!

    Overhauled Part Descriptions


    All dungeon part descriptions have been overhauled with new information, icons and keywords to help along new dungeon makers. In addition to this, we are also working hard on proper maker mode tutorial sections.
    In addition to these new exciting features, all reported bugs have been fixed and new quality of life improvements have been added, for example being able to click on the title screen to start the game, instead of having to press a keyboard key.

    New Update Schedule


    Starting today, we'll be having weekly new mini-content updates each Friday the scale of this one in between the large ones that occur every two months. I hope this gets you excited! See you next week!


    [ 2024-06-08 03:29:48 CET ] [ Original post ]


    0.7.2.0 - Quality of Life Additions, Stability Improvements and Bug Fixes

    Dungeon Makers! We hope you enjoyed Version 0.7.1.0! Today, Version 0.7.2.0 is here! It's again mostly about quality of life additions and bug fixes, but let's get over the most significant additions!

    The colored pots from last time received unique designs to alleviate color blind issues!


    (I love them personally lol)

    You now get prompted to like a dungeon after you've completed it!


    Some players sometimes forget to like a dungeon, even if they would have wanted to. This should incentivize liking a lot more!

    Dialogues have been sped up by 25% by default and you can set a custom text speed now!



    You can choose to optionally cap the frame rate now!


    This can help preserve battery life on platforms like the Steam Deck or ROG Ally.

    Wings are now stored for entities put inside containers!


    For example, you can now have a winged shell shot inside a chest. I'm also experimenting with affecting the object's name based on its properties, for example this screenshot says "Winged Explosive Shellshot", since it both has wings attached and explodes upon death. Let us know how you like this change, and if we should continue on with adding it to more properties!

    You can now place objects on top of retracted blocks!


    This opens up some interesting contraption possibilities!

    Sequences are now reset when all of its involved objects are reset as well!



    Empty chests are now reset by reset switches, allowing the use of more puzzles with them!



    In addition to all these changes, all reported bugs up until today have been fixed and are part of this new version. Thanks so much for playing Quest Master! Enjoy the new content! Until the next update!


    [ 2024-06-02 19:38:53 CET ] [ Original post ]


    0.7.1.0 - Many Quality of Life Improvements and Colored Pots

    Version 0.7.1.0 just released, and with it, many new quality of life improvements and brand new features! Let's go over them one by one!

    Gemini now displays a unique dialogue while he is appraising rings!


    Some players were confused what happened with their rings when they gave them to Gemini to appraise - this should clear it up!

    An optional speedrun timer was added to dungeon gameplay!


    You can configure when it appears in the settings. By default, it shows up when you are playing a dungeon that you have completed before, but you can also choose to have it always active or never show up at all!

    A new bug report button was added into the options menu!


    This should make the process a bit more smooth. It links to our official Discord server's bug report channel. The options menu also now shows the game version, which is helpful to include in bug reports.

    You can now report online dungeons!


    This can be useful if a dungeon has many softlocks or cannot be beaten at all for example. Often reported dungeons can be inspected and the creator can be notified to fix the map, or we can manually choose to take the map down.

    A new button to exit the dungeon was added into maker mode!


    Some players were confused how to exit (it's usually through the options menu), so we added this little handy shortcut!

    More objects show on the map!


    Color switches and rails now show up on the map. Super useful in large dungeons!

    Three new pot colors were added!


    Green, Red and Blue! Can you guess what these colors reference?

    The game now remembers your last played character!


    When you start the game now, you will start as the hero you last played as.

    Added a title screen shortcut to instantly start creating dungeons!



    A new condition for concurrent switches was added!


    This allows you to not use up a shape for them.
    Thanks for sharing your valuable feedback wit the game! We really appreciate your commitment and it's awesome to see how much you all are enjoying the game. Cheers!


    [ 2024-05-31 14:00:08 CET ] [ Original post ]


    Early Access Release + New Shields and other Dungeon Parts

    [previewyoutube=kwgZBoziyz8;full][/previewyoutube]

    Gear up, adventurers! Quest Master just released into Early Access!


    For a limited time, enjoy a 10% Launch Discount! Check out these new features exclusive to Early Access:

    Shields!


    Shields are a very versatile new addition to the game! You can actively hold them in front of you to block incoming attacks. They come in a few variants! Use the mirror shield to reflect any projectile!
    Shields block incoming attacks and projectiles
    The wooden shield breaks and burns easily!

    Crabs Have Gotten An Upgrade!


    They are allowed to carry a lot more objects now, including switches!

    But That's Not All!



    We are thrilled to announce the Super Dungeon Maker x Quest Master Bundle! When you want to craft Dungeons, you have the two ultimate games to let your creativity shine! Plus, when you bundle, you save! https://store.steampowered.com/bundle/41984/Super_Dungeon_Maker_x_Quest_Master/ At this point, the demo is content-locked, and it won't receive any content from Early Access. Bug fixes and quality-of-life improvements, however, will still be patched in. We hope you will have a great time with Quest Master! Keep in mind it will expand significantly throughout Early Access!


    [ 2024-05-29 18:55:02 CET ] [ Original post ]


    Gear up for Early Access with a Limited Time Exclusive Badge!

    [previewyoutube=YDu-7EFRrb0;full][previewyoutube=YDu-7EFRrb0;leftthumb][/previewyoutube][/previewyoutube]

    The countdown begins!


    Quest Master is coming to Early Access in one week, Wednesday, May 29th! To celebrate, we wanted to show our thanks to everyone who played our free demo. Playing the demo before May 29th will earn the exclusive in-game reward

    The Demo Badge!


    This badge will be visible on your in-game profile and dungeon information pages, so you can flex that you played Quest Master before Early Access!
    And this is only the beginning. Keep playing Quest Master to gain access to upcoming badges and fill up your collection!

    The Featured Badge!


    If your level is impressive enough to be featured by us, you will get the Featured badge!

    Demo Restrictions


    As we mentioned, beginning today, we will implement the first demo restrictions to prepare for Early Access. These restrictions include creating dungeons in the Desert Theme, downloading dungeons, and locking certain dungeon parts in maker mode, which will be available only in Early Access once it launches. We hope you understand these changes. We are incredibly grateful for your passion and support. Follow us on Twitter and join our growing community on Discord! Stay tuned! Expect some upcoming news about Quest Master before our Early Access Launch!


    [ 2024-05-22 16:12:33 CET ] [ Original post ]


    Over 150 Dungeons + Upcoming Demo Restrictions

    Hey Dungeon Makers!


    We are amazed at your creativity, with now over 150 dungeons having been uploaded to be played by people all around the world, 164 to exact! That being said, this has only been possible because we set barely any limitations in place for this demo, and I'm sure you have seen how huge the demo is in terms of content. This was amazing to get y'all an exclusive sneak peak at how the game works and allow you to express your creativity when it comes to dungeon creativity. Starting next Thursday, 24th of May 2024, first demo restrictions will be put in place in anticipation for Early Access and giving Content Creators and the Press a more exclusive look at the things that we have not shown off in the public demo so far. You will still be able to create, play and upload dungeons, so worry not! The demo restrictions that will be put into place next Thursday is only going to be preventing you to make dungeons in the desert theme. And that will stay like that for the final demo releasing alongside Early Access on the 29th of May 2024 as well! Shortly before Early Access drops on May 29th, a few further demo restrictions will be put in place to prevent you from utilizing all available dungeon parts in maker mode, so specific gizmos like Springs for example will only be available once you purchase the full game. Downloading dungeons will also be limited to the full game. We hope you understand these changes! We are incredibly grateful for your passion, but of course we need to financially recoup our input as well to keep this game going as strong as it is and both make our and your ideas come to life!

    We hope you are excited for the release of Early Access as much as we are! There is so much new content to come!



    [ 2024-05-18 03:27:02 CET ] [ Original post ]


    Over 100 Dungeons Uploaded in the First Week! + Springs, Bumpers and Checkpoints

    Let's celebrate, Quest Masters! We have gotten over 100 dungeons uploaded in the first week of the demo launch! As of right now, we actually already have 148, so the number is growing blazingly fast, and I can't wait for it to grow even stronger! The game has been through 74 new builds within the last week, from 0.6.169 to 0.6.234, the most up-to-date version! Let's look at some of the exciting new dungeon parts we have rolled out into the demo as a sneak peek!

    Springs


    The spring makes objects jump up high into the air that touch it. Use it in combination with enemies to create interesting combat encounters, mine carts to have jumping sections, or just as a tricky platform parkour. Springs interact with most of the objects that exist in the game, so feel free to experiment around and take inspiration by what people have already created using this new dungeon part!

    Bumpers


    Similiar to the spring, the bumper bumps away most of the objects in the game! The work super well in tandem with the springs for creating challenging parkour sections for example.

    Checkpoints


    The new checkpoint dungeon part allows you to have players respawn at customizable positions, resetting the dungeon to the state it was in when they touched the checkpoint. Make sure to make use of them in long dungeons if you want to minimize player frustration! Maybe you even find interesting other use-cases for them?
    For the curious folk, the following is the full changelog for all details.

    Additions


    • Add edge scrolling as an option for mouse players in maker mode
    • Add camera speed setting
    • Add gizmo to firebar tip
    • Add dark water tile to castle town
    • Add secret sound to pedestal
    • Add button to open map instantly
    • Add new save button into maker mode UI
    • Add disabled save icon for read-only dungeons
    • Make player start with an eigth heart in one-hit dungeons
    • Add "Spring" object that makes objects jump when touched
    • Add "Bumper" object
    • Show name and ID of dungeon that you are playing on the map screen
    • Add "Checkpoint"
    • Add theme searching to the dungeon browser search window

    Changes


    • Stop user from adding group to floor tile
    • Allow placing bats on lava, water and holes
    • Make bats immediately wake up if over hole, lava or water
    • Allow big key to be thrown over fences
    • Rename "Timed Switch" to "Concurrent Switch" to be more intuitive related to how it functions
    • Set default minecart direction to down
    • Prevent boomerang from continuing to fly above/below player
    • Put "New Dungeons" category at the first place to encourage playing new dungeons
    • Snap boomerang angle to 45 degrees
    • Update map coordinate spacing
    • Optimize dungeon browser for lots of visible dungeons
    • Optimize Dungeon Browser by utilizing offscreen rendering
    • Use -/- as default page text instead of 1/69
    • Add entity saving safety measure where it only saves it if it has a room
    • Skip entities during deserialization which do not have a room
    • Switch to GUID-based teleporter index approach

    Fixes


    • Fix input rebinding
    • Fix player not able to collect items while charging sword
    • Fix heart fragment description
    • Fix favorite shortcut
    • Make joinable player not be solid
    • Reduce player index of puppets if middle puppet leaves
    • Fix lantern context menu elements for player
    • Fix mouse wheel zoom
    • Fix softlock with enemies dropping keys and reset switch
    • Fix jump rail rotation and minecart direction
    • Fix blade traps phasing through fences
    • Snap serialized rotation to 90 degrees to prevent floating point inaccuries
    • Fix being able to stack three players
    • Fix coin reset not functioning correctly
    • Fix being able to place tall grass over fence and vice versa
    • Fix dungeon browser not showing gamepad icons for pages
    • Fix softlock when going back to maker mode while falling into lower floor
    • Fix floor below not showing when going floor down
    • Fix not being able to throw objects over fences anymore
    • Fix softlock when starting from entrance in another floor
    • Fix player being erased
    • Fix crab saving
    • Fix staircase placement
    • Fix sequence softlock
    • Fixe color objects being reset
    • Fix rebinds not updating on controls changed
    • Fix minecart teleport
    • Fix not being able to navigate away from the palette with gamepad
    • Fix wings not serializing for various parts
    • Fix skull being able to duplicate items when lifted
    • Fix being able to lift player who opens chest
    • Fix map zoom not working
    • Count failed position restoration as game over
    • Fix cracked wall debris
    • Fix fire bar gizmo being part of reflection
    • Fix context menu softlock when changing floor while trying to open it
    • Fix pots being able to be thrown into walls
    • Fix broken golmec able to be jumped over
    • Fix tall grass tile not being considered safe
    • Fix flying items that are conditional not able to be picked
    • Fix not being able to pull pull levers on moving platforms
    • Fix UI for aspect ratios other than 16:9
    • Fix roll attack dojo
    • Fix retry not working on clear check
    • Fix attempts not being pushed when cancelling dungeon
    • Fix retractable block extending over moving platform
    • Fix player input after death
    • Fix bug when going into main main while falling
    • Fix UI rebinding not affecting
    • Fix player falling down to floor softlocking the game
    • Fix search button not working for gamepads
    • Fix chiptune music not playing in play mode
    • Fix gamepad navigation in part menu
    • Fix eraser getting stuck when erasing entities
    • Fix minecart allowing ANY entity to be inside
    • Fix wait dialogue when cancelling upload
    • Fix weird zoom in behaviour
    • Fix player ledge jumping detecting tiles from below
    • Fix likes not updating after pressing like
    • Fix shadow AI
    • Fix door placement being messed up
    • Fix being able to fall into void
    • Fix moving platform not moving past objects on top of grating
    • Fix moving platform not resetting direction on reset switch press
    • Fix octorok shell particles
    • Fix moving platform being obstructed by laid down objects
    • Make physics contact offset smaller to fix square colliders touching each other too soon
    • Fix player attacking himself in friendly fire dungeons
    • Fix like count in dungeon detail view
    • Fix locked layer not staying when changing rooms
    • Fix cursor starting on Trending page
    • Fix gamepad cursor being stuck
    • Fix input action set causing issues when being changed at action request in the same frame after the change the changed action set
    • Turn shield condition into ellipse condition
    • Fix platforms phasing through blocks
    • Add tooltips for dungeon states
    • Add tooltip duration property
    • Make RoomGenerator not use physics for entity bounds checking because it doesn't work on disabled floors when placing stairwells for example
    • Fix RoomGenerator
    • Fix tilemap not actually using composite collider
    • Fix like button being in pressed state when not liked
    • Fix not being able to add things into things after erasing and undo
    • Use point filter mode for user profile pictures
    • Make DungeonPage load dungeons in parallel
    • Fix dungeon book population
    • Start refactoring DungeonBrowserButtonPopulator
    • Fix moving platforms not moving under rails
    • Refactor DungeonBrowserButtonPopulator
    • Implement DownloadReferenceDownloadExtension and ModIdGetCurrentUserRatingExtension and refactor DungeonBrowserButton
    • Fix dungeon browser buttons
    • Fix being able to place fences inside pipes
    • Show dungeons in dungeon browser asynchronously
    • Prevent mod.io rate limit
    • Make bump friction only apply when grounded
    • Update enemy observed state one frame after so nested enemies don't complete condition for a single frame
    • Fix objects placing regular floor on top of lowered wall when placed
    • Fix stairwell accuracy issues when finding exit
    • Fix big key becoming invisible when entering room with same condition setup as initial room
    • Fix Lyrm freezing game
    • Clear particles on dungeon unload
    • Fix New Dungeon tooltip
    • Fix octorok spawning with two shells
    • Fix FallenStateController exception
    • Fix DrownedStateController exception
    • Log load dungeon exceptions for easier debugging
    • Fix compass animator starting to rotate weirdly
    • Fix minecart driving getting stuck on low FPS
    • Add invincibility to revive because player could get hit during revive and die and get softlocked
    • Add new Recreation, Showcase and Art dungeon tags
    • Fix erasing selection erasing objects outside with it because the detection bounds wasnt inset
    • Fix objects locked in grabbed state after undo
    • Fix teleporters not working in maker mode whose exits are hidden
    • Remove being able to walk through doors with player lifted
    • Fix selection undo order being incorrect
    • Fix liquid placement
    • Fix wall transition
    • Fix puppets not clearing path on scene change
    • Fix objects movable when held in maker mode and moved
    • Fix particle and sound playing for objects like keys when they are hidden again even though already collected
    • Wait before closing door until no player is inside to prevent clipping into walls
    • Optimize Dungeon Browser for scenarios with lots of dungeons being visible
    • Use room bounds for dungeon brush stroke recording
    • Use offscreen rendering for optimizing entity placement preview
    • Optimize entity save/load
    • Fix like button not liking on first press
    • Optimize dungeon browser for lots of visible dungeons
    • Optimize Dungeon Browser by utilizing offscreen rendering
    • Fix painting under objects in maker mode
    • Update fence sorting order
    • Add async utility for using WaitForFixedUpdate
    • Use offscreen rendering for optimizing entity placement preview
    • Fix null in NewDungeon
    • Optimize entity save/load
    • Fix "Any" enemy condition not working for grouped enemy
    • Fix download reference holding old reference after leaving room
    • Fix "Any" condition state not updating properly for object groups on room change
    • Fix reordering of input action causing issues
    • Fix timing issue in grabbing which caused previous grabbed state to be used
    • Fix parallel dungeon loading not being actually parallel
    • Fix input rebinding
    • Fix like button not liking on first press
    • Fix painting under objects in maker mode
    • Use offscreen rendering for optimizing entity placement preview
    • Optimize entity save/load
    • Fix "Any" enemy condition not working for grouped enemy
    • Fix download reference holding old reference after leaving room
    Fix "Any" condition state not updating properly for object groups on room change Fix reordering of input action causing issues Fix timing issue in grabbing which caused previous grabbed state to be used


    [ 2024-05-16 07:49:16 CET ] [ Original post ]


    Early Access Release Date Announcement Trailer + New Demo Release

    We've just released Quest Master's early access release date announcement trailer! Quest Master release into Early Access on May 29th, 2024, so mark you calendar, Quest Masters! There's also a brand new demo available, which packs more than double the content of the last one and has revamped many areas of the game! [previewyoutube=YDu-7EFRrb0;full][/previewyoutube] Below is the public roadmap of Quest Master! We hope you are as excited for the future of QM as much as we are!


    [ 2024-05-08 19:18:49 CET ] [ Original post ]


    Demo 0.6.10 - July 20th, 2023

    Additions


    • You can now use the "Angle Ruler" tool to create large sections of entities. Some parts, like the moving platforms, are resized when placed in conjunction with it!
    • You can now add the "Explosion" to objects like pots, enemies and diggable holes. It's a trap!
    • Added new sounds for digging
    • Holding a skull now makes it change direction with the player
    • Make it so the game's version is being serialized with the dungeon

    Changes


    • Torches fireball projectiles are no longer delayed

    Fixes


    • Fixed door sometimes not finding its counterpart
    • Fixed entities being erased randomly when placing other entities down
    • Fixed getting stuck when trying to leave play mode sometimes
    • Fixed reactive blade trap potentially getting the player stuck while returning to its original position
    • Fixed moving platforms not correctly moving into their initial set direction when blocked
    • Fixed shadows not growing in size with larger objects like large rocks
    • Fixed grating and other tiles not being considered safe ground
    • Fixed liquid splashing effect not playing for all objects
    • Fixed floor torch light being visible when the torch was not lit


    [ 2023-07-20 00:33:46 CET ] [ Original post ]


    Developer Gameplay and Q&A

    Join the developers of Quest Master, playing community made dungeons from the demo. Ask questions about development, possible future features or anything else! Join the Quest Master Discord


    [ 2023-07-20 00:20:18 CET ] [ Original post ]


    Demo 0.6.9 - July 17th, 2023

    Changes


    • Made items on pedestals animated

    Fixes


    • Fixed fissured floors breaking instantly
    • Fixed teleporter making the player stuck if it changes rooms
    • Fixed velocity from rolling not being maintained while jumping
    • Fixed color blocks being visually messed up in the Emberstone Quarry
    • Fixed tall grass being considered safe ground
    • Fixed invisible bat eyes being visible when conditional
    • Fixed projectiles not being deserialized correctly


    [ 2023-07-17 19:52:17 CET ] [ Original post ]


    Demo 0.6.8 - July 16th, 2023

    Additions


    • Added sounds for context menu opening and closing
    • Added new for opening and closing the options menu
    • Pots, skulls and bushes can now be rolled into to break them
    • Make it so non-moving platforms are regarded as "safe ground", meaning you your position will be recovered on it
    • Changing floors in maker mode is now an undoable action
    • Placing stairwell in maker mode makes you enter the floor it leads to
    • Made more parts able to ride minecarts
    • Added custom animation for when the player collects a heart crystal
    • The gauntlets now let you throw things farther
    • If you get squished or stuck between two solid objects, you get reset to your last safe position
    • You can now make fire bars be static, meaning they will not rotate at all
    • Jumping into a crate from below breaks it, Super Mario-style
    • Explosions now emit light
    • The transition when going from title screen to maker mode has been improved
    • Burners and the like now break breakable objects like pots when they are on top of them while they extend
    • Added "Giant's Gauntlets", which is makes you even stronger than the "Power Gauntlets"
    • Gauntlets now increase your push and pull speed
    • Added "Spectral Lantern" that reveals invisible objects
    • Added Reddit button to title screen
    • Added "Metal Crate" that is heavier and cannot be rolled into
    • Explosions not cut tall grass
    • Blade traps now cut tall grass
    • Added "Shovel" and holes that you can dig up with it
    • Added sounds for entering and leaving play mode

    Changes


    • Drop target descriptions that are unavailable now are shown grayed out as opposed to not being visible at all
    • Blade traps not go through the player instead of being blocked
    • Reduced text spacing in credits
    • Made unlocking doors more snappy
    • Made placing tiles a lot more efficient
    • Enemy hit animations now only play on the last hit, making combat more challenging and less easy to abuse
    • Wings are now positioned correctly for larger entities
    • Tiles are now being serialized by name alone
    • Remove ledge jumping
    • Made sword range consistent for all directions
    • Lyrm can now drown an fall into holes
    • Made explosion damage range no affected by height
    • Entities are now serialized by name alone
    • You can now place unlimited boss keys, but still only one boss door
    • Made it so the item message is always shown so you can skip it

    Fixes


    • Fixed pulling yourself into holes or liquids
    • Fixed dungeon loading sometimes not working when there were too many entities in a room
    • Fixed switches being hit more than once per attack
    • Optimized physics heavily to reduce impact on performance
    • Fixed blocks sometimes continuing to be pushed when pushed into liquids
    • Fixed cracked floors not being able to be placed
    • Fixed large block tiling when sunken
    • Fixed heavy block tiling issues
    • Fixed moving platforms not moving over deactivated burners
    • Fixed burners sometimes not activating when player is in reach
    • Fixed condition outlines also showing on unaffected entities
    • Fixed wings being visible on invisible enemies
    • Fixed teleporters only working once
    • Fixed blade traps not being able to hit switches
    • Fixed condition outline around worms not being rotated with it
    • Fixed being able to fall through tiny gap when trying to move onto moving platform
    • Fixed sometimes being able to fall into lava in a lower floor
    • Fixed being able to collect more hearts when at full health
    • Fixed bat eyes being visible in darkness when the bat is conditional
    • Fixed invisible bat eyes not appearing correctly
    • Made it so you cannot push things onto moving platforms
    • Fixed stairwells not working sometimes
    • Fixed blade trap not colliding with boss key
    • Fixed Lyrm getting stuck on moving platforms
    • Fixed being able to fall ont top of walls of lower floor if the floor had not been previously entered
    • Fixed title screen camera moving out of bounds
    • Fixed blade traps not colliding with each other
    • Fixed teleporters changing their connection when moved
    • Fixed player pulling animation not playing correctly
    • Fixed minecart not starting to drive when it has a driver
    • Fixed bombs floating in air when drowning while holding it
    • Fixed game locking up when opening options while getting item
    • Fixed minecarts crashing the game sometimes
    • Fixed moving platform stopping in front of passengers
    • Fixed blade traps not hitting switches in the corners of rooms
    • Fixed isolated rails crashing teh game when they have a minecart with a driver on them
    • Fixed camera not moving to correct position when walking through door
    • Fixed minecart not turning back
    • Fixed player walking through door even though it was blocked by something like a skull
    • Fixed condition outline not working for larger objects like large floor switches
    • Fixed snakes getting stuck on walls
    • Fixed condition descriptions of "Cracked Block" and "Cracked Floor" not existing
    • Fixed not being able to fall down hole where crate was pushed into
    • Fixed moving platforms moving through activated burners
    • Fixed bats starting to fall asleep on moving platforms, causing them to hover in the air
    • Fixed snakes seeing the player through solid objects
    • Fixed reactive blade trap moving through solid objects when returning to its original position
    • Fixed player shrinking when put onto teleporter in maker mode
    • Fixed burner collider being activated for a single frame when having it conditional and standing on top of it while it tries to activate
    • Fixed tiles under solid tiles being deemed as safe, causing the player to recover himself into a solid tile
    • Fixed snake getting stuck visually in hit animation
    • Fixed torches being able to shoot in maker mode
    • Fixed entities being active outside of the current room, for example torches would still shoot at you if they are in another room
    • Fixed straight rail placement and overlap issues
    • Fixed player not exiting into the correct direction when jumping out of minecart sometimes
    • Fixed rotated rails not being able to be moved
    • Fixed moving platforms not trying to move when their initial path was blocked


    [ 2023-07-16 19:26:47 CET ] [ Original post ]


    Developer Gameplay and Q&A

    Join the developers of Quest Master, playing community made dungeons from the demo. Ask questions about development, possible future features or anything else! Join the Quest Master Discord


    [ 2023-07-13 21:06:26 CET ] [ Original post ]


    Developer Gameplay and Q&A

    Join the developers of Quest Master, playing community made dungeons from the demo. Ask questions about development, possible future features or anything else! Join the Quest Master Discord


    [ 2023-07-06 20:41:49 CET ] [ Original post ]


    Developer Gameplay and Q&A

    Join the developers of Quest Master, playing community made dungeons from the demo. Ask questions about development, possible future features or anything else! Join the Quest Master Discord


    [ 2023-07-01 20:35:43 CET ] [ Original post ]


    Demo 0.6.3 - June 30, 2023

    Another hotfix, fixing small issues that you all found!

    Additions


    • Added an element into the context menu of the crab to remove what it carries

    Changes


    • Made rail switches more readable and intuitive to understand
    • Updated rail icons to be more readable

    Fixes


    • Fixed condition serialization issues causing dungeons being unable to load
    • Fixed burner attacking player while retracted
    • Fixed scale animation when clicking parts not working for all parts
    • Fixed burners being picked up by moving platforms


    [ 2023-06-30 21:11:45 CET ] [ Original post ]


    Demo Hotfix 0.6.2 - June 30, 2023

    Fixes


    • Fixed player light looking incorrect
    • Fixed not beign able to pick up items sometimes
    • Fixed rail switch condition tooltip
    • Fixed torch conditions not working
    • Fixed conditon outline color of singular condition not updating when it is replaced with another condition
    • Fixed crab not dropping what it is holding upon death
    • Fixed jumping feeling unresponsive in certain situations


    [ 2023-06-30 15:39:01 CET ] [ Original post ]


    Hotfix - June 30, 2023

    Fixes


    • Fixed lyrm not bouncing off liquids and holes
    • Fixed gem count not being updated, but rather updating small key count
    • Fixed enemy conditions not working
    • Fixed editing signs freezing the game
    • Fixed pushing being inaccurate
    • Fxed tall grass not resetting


    [ 2023-06-30 14:10:21 CET ] [ Original post ]


    Demo Patch Notes - June 30, 2023

    Additions


    • Show condition description in context menu when removing condition
    • Made most sounds be spatial, meaning they will not be audible when outside of the camera's viewport
    • Gave chests condition outline
    • Added unique icons for fast and slow moving platform directions
    • Implemented backwards compatibility for moving platform directions
    • Made it so having a tool replaced makes the player put the previous tool back into the chest
    • Made it so you keep the object that you held when falling down floor
    • Fade out hourglass in the user interface
    • Added three speed stages to fire bar
    • Skip darkness transition when falling down floor
    • Made it so pillars and retractable blocks destroy projectiles
    • Made it so you can configure blocks to be pushed multiple times
    • Added sub icon to book of parts when a part has a context menu to open
    • You can now add conditions to signs
    • Spawn dust effect when placing parts
    • Polished place and erase effects and sounds
    • Polished up how dropping an object in maker mode looks
    • Made fissured floor work with new tilemap collision system
    • Made cracked blocks able to fly
    • Made it so bomb explosion is in same layer as bomb was before so you have to throw it to break cracked blocks in air for example
    • Made turtle able to shoot fireballs
    • Added preliminary share and delete buttons to dungeon selection menu
    • Made it so the player turns back when going through door but the end is blocked
    • Made it so you go back when stairwell exit is blocked
    • Made it so you walk farther when walking into blocked off room through door
    • Made empty chests just stay empty
    • Added numerical displays for small keys and gems
    • Made Lyrm break things while enraged
    • Added undo and redo sounds
    • Added sounds for opening and closing book
    • Added minecart sounds
    • Added new change floor sound
    • Added sounds for lyrm moving and raging
    • Made it so directional blade traps can have different speeds and can go clock- and counterclockwise
    • Freeze time while message box is open
    • Made bat eyes glow up in the dark
    • Added "Invisible Bat"
    • Added invisible floor switches
    • Freeze time while walking stairwell
    • Freeze time while walking through door
    • Made it so you can take held objects with you when using stairwells
    • Allowed bush to be carried by crabs
    • Optimized physics to increase FPS in densely populated dungeons
    • Show gauntlets in user interface
    • Polished title screen
    • Polished up credits
    • Optimized dungeon loading by only placing walls when entering floor
    • Made it so going one floor up or down in maker mode creates a new floor if it does not exist yet
    • Made walking into doors feel tighter
    • Made large blade traps deal more damage
    • Show selected part in place of book
    • Added ability to make conditions relate to singular object as opposed to all of them in a room
    • Added ability to invert conditions

    Changes


    • Generate room and condition colors procedurally to eliminate color collisions
    • Made tooltip animations consistent with button animations
    • Removed boss key being able to be given to player in maker mode
    • Made minecart impassable
    • Made it so if you change floors, the name display also resets
    • Removed unused tiles
    • Removed variants of blade traps and levers and put them into book separately
    • Removed tool shelf separator elements
    • Disable interacting with UI elements while input is disabled
    • Ignore floors in serialization that do not have any rooms, because this makes them impossible to even get into
    • Made it so condition outline does not show around non-pushable blocks

    Fixes


    • Fixed burners attacking player even if they were not extended
    • Fixed crate not being able to be pulled
    • Fixed surface detection issues, for example falling into lava when trying to step onto moving platform
    • Fixed player's held item being stuck on top of his head after drowning
    • Fixed rotation direction backwards compatibility
    • Fixed breakable objects not correctly attacking
    • Fixed color switch not switching blocks
    • Fixed moving platforms moving rightwards arbitrarily
    • Fixed pillar not being pullable
    • Fixed moving platform direction backward serialization
    • Fixed player masking issues
    • Fixed tile surface collison issues due to Unity Physics
    • Fixed wall collsion issues due to Unity Physics
    • Fixed tilemap surface detection not respecting provided layer mask
    • Fixed rocks not serializing their size
    • Fixed height of projectiles
    • Fixed moving platform direction serialization
    • Fixed moving platforms overlapping each other under grating
    • Fixed chest not triggering condition when disappeared
    • Fixed vine icon
    • Fixed wall torches being able to be placed on walls where they should not be placeable
    • Fixed placement issues on tiles
    • Fixed moving platform exception when changing surface
    • Fixed unlit floor torch icon
    • Fixed theme change not working in dungeons with multiple floors
    • Fixed floor switch not releasing sometimes
    • Fixed player losing weight of held object before actually having lost it
    • Fixed pulling yourself into solid objects
    • Fixed cutting tall grass
    • Fixed not being able to throw objects at enemies
    • Fixed not being able to push large blocks into liquids
    • Fixed bombs not breaking fissured floor
    • Fixed projectiles not being able to hit player
    • Fixed drag sound not being affected by volume
    • Fixed teleporter pair not being erased when on moving platform and moving platform is erased
    • Fixed stairwell entrance position being incorrect
    • Fixed teleporter sorting group issue
    • Fixed blade trap collider inaccuracy issues


    [ 2023-06-30 11:59:40 CET ] [ Original post ]


    Demo Patch Notes - June 26, 2023

    - Fixed game logo being over options in title screen - Fixed camera not being able to be moved in maker mode using gamepad - Made wall torch emit light - Fixed surface overlay being animated for static objects like pillars - Prevented objects being pushed onto moving platforms - Added ability to put entities onto moving platforms by just dragging them on in maker mode - Fixed low health flash not stopping after getting out of low health threshold - Reorganized categories in book of parts - Fixed boss key getting lost when thrown in liquids or holes - Prevented Lyrm death explosion from hurting entities - Fixed light sorting issues - Fixed pedestal duplication glitch - Made pots, crates and rocks press down floor switches - Prevented pots and crates from being carried by crabs - Fixed maker mode being softlocked when entering maker mode on the same frame as drowning or falling - Fixed some enemies not working correctly when spawned out of pots for example - Fixed position to drop entity on other entities in maker mode being inaccurate - Removed being able to click on retractable blocks and torches to incentivize using the context menu - Removed being able to drop fire bars onto each other to merge them to incentivize using the context menu - Fixed game being softlocked when trying to enter play mode on a floor other than the ground floor and outside of a room - Improved visual transition of some onscreen elements when transitioning between maker and play mode - Fixed gem freezing the game when received from chest - Fixed surface footstep sounds playing while rolling - Fixed light overlap issues while player was in minecart - Made bomb emit light - Made fire bat emit light - Fixed being able to bump into doors - Fixed entities not always being picked up when trying to move them in maker mode - Fixed room outlines being part of dungeon thumbnail - Added "Invisible Moving Platform" - Added extra states for moving platforms, namely clockwise, counterclockwise and no/static movement states (breaking change) - Fixed player being able to jump into doors - Made is so the dungeon name is only ever shown when entering it, not every time you change floors - Added ability to add any item to player in maker mode, including small keys and heart crystals - Updated some UI button icons for consistency - Fixed some buttons being rotated incorrectly in maker mode - Fixed Lyrm not having a target after being hit by a bomb explosion or throwable objects like bushes - Fixed interaction outline not being sorted correctly while player is in minecart - Added interaction to enter minecart to drive to prevent accidental entering - Fixed sign sorting - Fixed items sometimes not being picked up - Fixed blade trap not hitting color switches - Fixed player masking issues - Fixed hit flash pausing when time is stopped - Fixed "Timed Switch" missing condition tooltip - Redesigned context menu to be a lot more compact, as it was frequently going out of screen bounds


    [ 2023-06-26 03:14:34 CET ] [ Original post ]


    Developer Gameplay and Q&A

    Join the developers of Quest Master for streamed gameplay of the demo. Ask questions about development, possible future features or anything else! Thanks for an awesome NextFest!


    [ 2023-06-24 05:20:59 CET ] [ Original post ]


    Developer Gameplay and Q&A

    Join the developers of Quest Master for streamed gameplay of the demo. Ask questions about development, possible future features or anything else! Thanks for an awesome NextFest!


    [ 2023-06-24 05:12:33 CET ] [ Original post ]


    Demo Patch Notes - June 23, 2023

    • Fixed player drown animation working incorrectly
    • Added bump sound to Lyrm hitting an obstacle
    • Improved Lyrm death animation by making it explode segment by segment
    • Added new sprites to Lyrm while it is enraged and while it is dying
    • Implemented tooltips for dragging and dropping parts onto others, explaining what dropping does
    • Updated icons of fire bars
    • Removed conditionality of open doors
    • Made it so doors do not occupy the space in front of them in Maker Mode
    • Prevented walking through doors if the other end is blocked off
    • Cleared player trail when dynamite is being used to clear the dungeon
    • Kept name, author and save directory of dungeon when it is cleared using dynamite
    • Added "Invisible Door" that cannot be seen with the naked eye
    • Added "Cracked Floor" that can only be broken using explosives
    • Added "Moving Platform"
    • Added "Invisible Chest" that cannot be seen with the naked eye
    • Refactored categories and update their colors
    • Added tool to change floors in Maker Mode without having to drag the player onto a stairwell
    • Switched hot coals and tread plate
    • Added "Invisible Cracked Wall" that cannot be seen with the naked eye
    • Fixed game locking up when undoing an action while holding an entity in Maker Mode
    • Added "Pedestal" that can hold items
    • Removed tools always having to be on pedestals, allowing tools to be put into chests for example
    • Added white outline around hovered entities in Maker Mode
    • Fixed entities getting gigantic after undoing sometimes
    • Fixed crab not working correctly when it carries something after loading a dungeon
    • Added white outlines around buttons in the user interface
    • Removed the blue size rectangle around hovered entities
    • Fixed being able to jump over some parts, like vines
    • Added red flashing effect for when the player and bosses are low on health
    • Added "Blown Up Wall"
    • Added "Opened Door" that is an opened version of the "Closed Door"
    • Prevented assigning conditions to oneself, for example assigning the "Kill all bats" condition to bats, since that is impossible
    • Removed conditionality from "Color Switch"
    • Made segments of Lyrm except tail block projectiles
    • Added visual outlines around rooms in Maker Mode
    • Improved icons of the Maker Mode part icons like the question mark appearing on conditional entities
    • Obfuscated rooms other than the current room in Play Mode to prevent peeking into adjacent rooms
    • Removed outlines around conditional entities, because the question mark is enough
    • Made it so worms can be hit on every segment, not just the head
    • Removed redundant parts from the book of parts to incentivize using the context menu (long press)
    • Added "Teleporter" that allows you to teleport between two points
    • Added "Crate" that you have to roll into to break
    • Removed visual effect when entities were reset in Maker Mode
    • Now displays the dungeon's name and current floor shortly after entering the dungeon or changing floors in Play Mode
    • Fixed boss key getting lost after dropping it into a hole or liquid
    • Made it so you continue to hold on to your held object after falling or drowning
    • Added "Wings" to levers and other switches
    • Fixed being able to enter Play Mode while the theme transition is happening
    • Improved gamepad input
    • Fixed player not being able to recover his position when jumping off a ledge
    • Fixed player masking stop working after changing floors
    • Game now goes into Maker Mode when unable to find position to recover to after drowning or falling into hole


    [ 2023-06-24 02:58:22 CET ] [ Original post ]


    Demo Patch Notes - June 21, 2023

    PATCH NOTES


    - Added auto-save feature (saves dungeon automatically every five minutes, configurability is planned!) - Zoomed out camera in play mode in response to many people finding it too cramped - Fixed play mode volume settings not working correctly - Made it so you can fall onto the top part of walls - Added ability to jump off wall ledges - Fixed being able to fall into non-swimmable liquids like lava in the floor below - Added context menu that opens when you press and hold an entity in maker mode, in which you can configure different options, choose between variants and more - Added animation for tooltips appearing - Changed default binding to switch between part categories to A and D on the keyboard - Fixed your last safe position being saved while jumping, which can cause issues and soft locks when jumping over gaps with ground in between - Fireballs now emit light - Made the player's light circular instead of cone-shaped - Added a new sound for using the flute in Maker Mode - Made it so jumping during a roll maintains the rolling speed while airborne - Made it so you only bump into walls during the first few frames of the roll animation, reducing the annoyance of bumping into walls too often and unintentionally - Fixed tutorial dungeon wall collision issues - Added custom styling for sign messages - Players can now F1 to hide the user interface Bonus: we recently passed 10,000 wishlists already. Thanks to everyone for spreading the word and for your support!


    [ 2023-06-21 20:34:46 CET ] [ Original post ]


    Demo Out Now!

    The Quest Master demo is out now! The demo comes with a tutorial to familiarize yourself with the game's building systems before setting you free to make the dungeons of your dreams! There are also a collection of pre-made levels to explore and get inspiration from. We welcome any feedback you have while playing the demo as well as any bug reports! A great place to report them will be on the Quest Master Discord server. While you're joining that, please follow the Quest Master Twitter and the Apogee Twitter accounts to stay updated with all the latest news. If you enjoy the game, please encourage your friends to check it out too! Thank you for playing! Ignore the end date on this event. That's just for NextFest. The demo is not limited time!


    [ 2023-06-19 18:11:22 CET ] [ Original post ]



    Quest Master
    Skydevilpalm
  • Developer

  • Apogee Entertainment
  • Publisher

  • 1970-01-01
  • Release

  • Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
  • Tags

  • Game News Posts 53  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    🎮 Full Controller Support
  • Controls

  • Very Positive

    (190 reviews)


  • Review Score

  • http://www.playquestmaster.com
  • Website

  • https://store.steampowered.com/app/2094070 
  • Steam Store



  • [0 B]

  • Public Linux depots

  • MAKE YOUR OWN DUNGEONS


    With dozens of parts, both classic and new, at your disposal, the possibilities are endless! There's enemies of all types too, from basic bad guy fodder to fearsome bosses. Combine different ones to create entirely new mechanics and complex scenarios!

    CHOOSE YOUR THEME


    Cycle between unique dungeon themes with the click of a button to give your dungeon a fresh coat of paint. Set your dungeon in a sand temple, a fiery cavern or in a lush forest. All components of the dungeon swap on the fly -- you're never locked into just one.

    A ROBUST EVENT SYSTEM


    Link different dungeon components together with an intuitive drag-and-drop system to create events in your dungeon. Make keys and items appear when all enemies are slain, or rig a devious trap to an innocuous switch -- these are the most basic examples. Experiment and find out what else is possible!

    IT’S DANGEROUS TO BUILD ALONE


    Have some inventive friends? Round them up and work together to build and explore in local co-op with up to 3 friends.

    SHARE YOUR CREATIONS


    Built the perfect dungeon? Upload it for other players to test their mettle. Need a new challenge? Dive into another dungeon from the ever-growing list of community-uploaded creations.
    MINIMAL SETUP
    • OS: Ubuntu 20.04. Ubuntu 18.04. and CentOS 7
    • Processor: x64 architecture with SSE2 instruction set support.Memory: 2048 MB RAM
    • Memory: 2048 MB RAM
    • Graphics: OpenGL 3.2+. Vulkan capable.
    • Storage: 2048 MB available space
    GAMEBILLET

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