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Name

 Delven 

 

Developer

 NikZ 

 

Publisher

 NikZ 

 

Tags

 Action 

 Indie 

 Strategy 

Casual 

 

RPG 

 

Adventure 

 

Simulation 

 

Free to play 

 

Sports 

 

MMO 

 

Racing 

 

Singleplayer 

 

Multiplayer 

 

 Co-op 

 

 Early Access 

Release

 2024 

 

Steam

News

 5 

 

Controls

 Keyboard 

 

 Mouse 

 

 Partial Controller Support 

 

 Full Controller Support 

 

Players online

 n/a 

 

Steam Rating

 n/a 

Steam store

 https://store.steampowered.com/app/2430500 

 


LINUX STREAMERS (0)




Major demo update: Dungeons&Workers

Hello fellow delvers,

We are presenting a new major update "Dungeons&Workers"! This update fundamentally changes how workers function in Delven, as well as adds a lot of additional content to the game. It is fair to say that it is almost a different game now!

[h3]What is new?[/h3]
[h3]Updated user interface and assets[/h3]
The placeholder UI elements have been replaced to match the final game style. Most icons have been updated, too, except for the Elementalist equipment (this will happen in the next update).



[h3]Leveling of workers[/h3]
Now workers gain levels as they craft items. Leveling provides crafting bonuses, unlocks abilities to work in specific buildings/biomes and also allows workers to influence multiple areas; doubling, trippling or even quadrupling their output!

Influenced areas can't intersect, except for the new Chieftain profession that covers a big square area on top of other workers, providing additional bonuses.

Workers can also equip profession-specific items; these items can be obtained as a drop from monsters.



[h3]Dungeons[/h3]
During exploration players may randomly encounter dungeons that contain much stronger groups of monsters, including new monster types. Dungeons grow in size the deeper and/or wider you go.



Enjoy the update, and please report any bugs or suggestions in Discord!


[ 2024-03-12 16:34:58 CET ] [ Original post ]

"Enchanting" update is out!

Hello fellow delvers,

We're thrilled to unveil the"Enchanting" update, a blend of magic, competition, and enhancements! Gear up for a more personalized adventure and challenge yourself against fellow players.

Step into the captivating realm ofEnchanting. It's not just about having gear; it's about making it truly yours. Reroll, add, or remove modifiers, and define your legend.

Rise to the occasion with our all-newLeaderboards. Show the world your prowess, compete with the best, and etch your name among the stars!


Read more details below. Wishlist the game on Steam!
[h2]Enchanting System[/h2]

Enchantingallows players to modify gear items by rerolling, adding, or removing modifiers.

  • First, build aResearch Laboratoryin the Fungal Caverns:

  • After that, research and construct anEnchanting Device:

  • ObtainEnchanting Orbs.Horned OrbandCrystal Orb, which allow to roll 2 and 3 modifiers respectively, can be crafted in large quantities. In contrast, more powerful orbs can only be obtained from monsters.
  • Start Enchanting!


  • Target specific modifiers usingShards
  • These shards can be obtained by disassembling gear items and companion contracts. The higher the item's tier, the more shards you receive.

[h2]Leaderboards[/h2]

A new system enables players to compete for the top spot in various categories.

[h2]Other Features[/h2]

  • Scrolls of Regret: disassembling certain companion contracts gives Scrolls of Regrets. Players can now refund skill tree points using these scrolls.
  • Item Locking: Secure your gear against unwanted disassembling or enchanting.
  • Monsters' item drops are now visually represented on the battlefield.
  • Auto-Battle behavior of Elementalists has been significantly improved:
    • Each unit decides what to do just before its turn, preventing situations where a target unit has moved closer, but the Elementalist still executes the previously planned Frost Blink.
    • Upon using Frost Blink, the unit now avoids damaging ground zones, such as Poison Clouds or Lightning Fields.
    • If positioned within a harmful Lightning Field, the unit will blink out of the affected area.
    • When casting Flame Burst or Mana Field, the unit now selects targets based on maximizing impact on allies and enemies.
    • If Frost Blink occupies the first slot:
      • Given Noble Sacrifice is allocated, the unit will attempt to cover as many allies as possible.
      • Otherwise, it will move towards the enemy unit with the most life, increasing the chances that enemy attacks target this unit.



[h2]Balance changes[/h2]
[h3]Monsters[/h3]
  • Increased monster density at low depths.
  • Defeating a monster group no longer automatically captures rare biomes such as Permafrost or Mineral Caves.
  • Defeating a monster group does not capture nearby cells occupied by other monsters.
  • Defeat or retreat from a monster battle now triggers a recovery cooldown. This cooldown time is proportional to the total monster power.
  • Rare biome monsters have an expanded area capture radius upon defeat.
  • Reduced drop/exp bonuses for tougher monsters.
  • Scorpions and Evil Trees now drop resources with a significantly higher chance (maintaining the same expected value).
  • Mifumu's projectiles now deal more damage.
  • Boulderspawn's Stone Rain now has reduced radius but increased stone count.

[h3]Items[/h3]
  • New wand base types have been added that feature Chaos damage.
  • Base modifiers of "Amulet of Elements", "Ring of Space", "Ring of Lingering", "Ring of Precision" and "Ring of Spread" have been increased.
  • Common biome monsters may drop specific gear types (e.g., Murkflayers might drop a random ring).
  • Added a few additional modifiers to weapons so they are harder and more interesting to roll.

[h3]Crafting and Exploration[/h3]
  • Reduced Stregon Fiber required for a rope from 10 to 4. Significantly increased Stregon Fiber drop from Murkflayers.
  • Growing plangs on a Farm now requires 5x longer processing time, but yields 5x the produce. The amount of produced seeds is decreased.
  • The Underground Farm recipe is initially not available and can be unlocked by constructing a Farm. It allows growing Aadibrosse and Stregon in Soil now.
  • Reduced the amount of Ancient Tooth obtained from exploration.
  • Made Brucdot-Coated Stems cheaper to craft.
  • Made expoloration cost and natural resources scaling quardatic instead of exponential.

[h3]Elementalist[/h3]
  • Plasma Breath: Mana cost increased by 50% and damage-over-time effect slightly amplified.
  • Mind Over Matter: The proportion of damage absorbed by mana increased from 30% to 40%.
  • The Sudden Death keystone now reduces Frost Shield recovery by 50%, instead of nullifying it.
  • Buffed numeric values across the skill tree.

[h3]Companions[/h3]
  • Base companion bonuses enhanced for uniqueness and distinction. Random companion bonuses got more significant.
  • Experience penalties introduced for higher tier companions.
  • Companion contract drop rate has been reduced.

[h2]Interface[/h2]
  • New interface for actions in the selected area. Everything is shown directly on the field now, close to the selected area.
  • Recipe library: discovered recipes are now shown at the bottom of the screen. Individual categories like "Plants" or "Buildings" can be collapsed.
  • Added a standalone "Skill Tree" page that allows to plan/share a skill tree. The "Copy" button in the companion skill tree window now copies a URL to that page.
  • Depth and monster level drop thresholds are now shown in the interface.
  • Added an explanation about the auto-battle behavior.
  • Modifier tiers are now displayed in the UI.
  • Cracks are more visible on dark biomes now.
  • Companion contracts now have different colors depending on their tier. They are sorted by tier in the warehouse window.
  • Added a custom cursor image.
  • Added the idle/free status of workers in the picker popup.
  • Added displaying the maximum reached depth in the top panel.
  • Added displaying gear and contract drop chances in the monster tooltip.
  • Added displaying the depth to get the next worker slot to the "max worker count" tooltip. Added a notification on obtaining a new worker slot.
  • Added a new UI control to adjust battle speed, up to 4x.
  • Added a new UI control for toggling between auto and manual modes during battle.
  • The area tooltip now displays the horizontal distance from the starting area.
  • Recipe requirements, such as necessary buildings, biomes, or worker dependencies, are now shown in the tooltip.


[ 2023-07-30 12:30:54 CET ] [ Original post ]

Closed Beta and Demo Adjustments

Greetings delvers,

In today's news we'll talk about the upcoming Closed Beta, changing the Demo scope, and some key development updates.

[h2]Adjustments to the Demo[/h2]

Currently, the Delven Demo is fully featured, encompassing all the game aspects that we've implemented so far. However, considering our plan to eventually monetize the game, this fully accessible model can't be sustained indefinitely. Thus, we're introducing some restrictions to the demo, effective from next Friday (June 23, 2023):


  • Monsters will be restricted to spawn only within a certain region.
  • Rare biomes (Permafrost, Mineral Caves) won't spawn.
  • Existing cells will remain unaffected.

The size of the region will be approximatelly 100 cells deep and 100 cells on either side. We believe this size is adequate for players to grasp the essence of the game, without revealing the complete experience.

[h2]Join Our Closed Beta[/h2]

What if you're one of our dedicated players who've achieved depths of 100, 200, or even 1000 and yearn for more?

We invite you to participate in our Closed Beta! Subscribe to our Newsletter to be alerted when the Closed Beta is launched and to receive updates about new features in development.

As a token of appreciation for your participation, we ask you to share your feedback via email at info@delven.org or on our Discord channel. Your input is greatly valued!

[h2]Updates to the demo[/h2]

[h3]General[/h3]


  • Itemized companions now have separate "contract" icons to indicate that they are not hired yet.
  • Worker indicators on the field now use the worker icon. They get more visible on low zoom levels.
  • If you ever zoom out too much and get lost, there is now an arrow indicating where your base is.
  • Revamped the UI of the initial area: new art for the sky with parallax, rocks instead of pines, and grass!
  • While using Arc, players must now select a unit, not its shadow.
  • In response to concerns about intimidating level 20-30 monsters encountered early on, we've revised the max monster level from 200 to 50, to better align with mercenary levels. This is a purely cosmetic change, the scaling is the same as before.

[h3]Balance[/h3]


  • Elementalist: To help new players understand the Frost Shield mechanic, one of the initial nodes now includes Frost Shield regeneration.
  • Elementalist: Frost Blink is now available from the start, with Mana Field shifting to level 7, instead of 10.
  • Upon exploration of the first area, Aksauth Dust and Sticky Rope are now accessible at all Sawmills.
  • Upon first exploration of a Mineral Caves area, the Bruckdot Frame will be unlocked at all Forges.

Thank you for your continous support!


[ 2023-06-16 14:19:01 CET ] [ Original post ]

Introducing Area Cracks, Refined UI, and Revamped Elementalist Skills!

Hello fellow delvers,

Welcome to a fresh week and with it, fresh updates! Here's what has changed since our last update:
[h2]Features[/h2]


  • We've introduced a new dynamic: Area Cracks. When you explore an adjacent area within the same biome (either by digging or battling a monster), any present cracks will burst open, thereby revealing the area. This can trigger a chain reaction of exploration, adding an extra layer of satisfaction to your journey.

[h2]User Interface / Quality of Life[/h2]

  • Interface for assigning workers and choosing a task has been reworked. Our goal here is to create a more intuitive experience for new players.
  • The actions interface for workerless areas has been tweaked to make it more understandable and user-friendly.
  • We've improved the performance of the warehouse window. If your inventory contains thousands of items, you'll notice this improvement immediately.

[h2]Balance[/h2]

[h3]General[/h3]

  • Sand amount received from exploring and monsters has been slightly reduced.
  • Exploration cost now increases when digging sideways, up to x5 at horizontal distance 300 and higher.
  • The Smelter, Herbalist's Hut, and Blunt Spade have been rebalanced, with adjustments made to their costs and build times.

[h3]Monsters[/h3]

  • Monsters damage has been slightly reduced (no change at level 1, -15% at level 200).
  • Monsters life and healing power have been slightly reduced (no change at level 1, -10% at level 200). Base life of Evil Tree has been additionally reduced.
  • Evil Tree Roots now have a quarter of their previous life, but they are summoned in pairs.

[h3]Elementalist[/h3]

  • Introducing a new Keystone skill tree node - "Abyssal Overload". This multiplies Chaos damage but prevents the mercenary from inflicting any other damage types.
  • Flame Burst radius has been increased by 25%.
  • Snow Wind has been buffed, with increased base damage and decreased Mana cost. Its width has also been increased.
  • Arc now does slightly less damage but chains one additional time.
  • Ice Arrows now chain one time and use less Mana.
  • Plasma Breath damage has been significantly decreased. Its explosion and burning parts now have different sets of tags, making it harder to scale both.

As always, we're eager to hear your feedback on these updates. Happy delving!


[ 2023-06-02 15:56:30 CET ] [ Original post ]

Delving Deeper

Hello fellow delvers,

Thank you to everyone who tried the demo! Your feedback helped us to fix numerous bugs and improve the game. We have made the following changes:

[h2]User Interface / Quality of Life[/h2]


  • Items can now be destroyed much more quickly using Ctrl-Alt-Click. While the act of destroying items can seem anticlimactic, it's a necessary step for those who farm a lot of monsters. In the future, disassembling items will yield useful ingredients.
  • One-shot area actions, such as crafting recipes and exploration actions, are now displayed near the selected area in a ring. This change reduces the required mouse movement and teaches players how to select an action and then apply it to multiple areas or buildings.
    The interface for a building with a worker has largely remained the same, with a few minor modifications.
  • Biomes are now shown in worker cards (in the worker manager window and the worker picker) as a background for the recipe they are doing. This change helps players better distinguish between workers of the same profession, especially miners.


[h2]Balance Changes[/h2]

  • Underground Farms can no longer be built in soil areas. Although this feature is beneficial (and may be reintroduced in some form in the future) for those who prefer to plant many Aadibrosse trees or Stregon manually, it made discovering Ablotus farming more difficult.
  • Digging is now much cheaper at greater depths than before, but there are significantly more monsters. The player has the option to either circumnavigate or confront these monsters.
  • Basic companions (Bovo Bungler) will no longer drop from monsters. The companion drop chance has been decreased to compensate.


We're grateful for your continued support and feedback. Stay tuned for more updates!


[ 2023-05-26 21:37:19 CET ] [ Original post ]