Version 0.8.3 Teleports Onto Early Access
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.
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!
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.
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.
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!
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.
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.
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 ]
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!
Quest Master
Skydevilpalm
Apogee Entertainment
1970-01-01
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 53
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive
(190 reviews)
http://www.playquestmaster.com
https://store.steampowered.com/app/2094070 
[0 B]
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
[ 5951 ]
GAMERSGATE
[ 1903 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB