

The in-game artifacts you will find are based of 3D scans of real historic artifacts. This means this game has not only entertainment, but also an educational purpose, as it gives you further information about those exhibits and their locations.

Donate those artifacts to a museum to gain archaeological reputation and get access to new excavation sites or sell them on the black market to earn more money and buy new exciting equipment. Get new missions from official institutes or fulfill orders for nefarious ones.

Prepare your equipment before proceed with your next journey. Make sure to have enough light sources and batteries to brighten your path and the traps in front of you. Use chalk or stakes to remember where you came from or upgrade your drawn map to a real time sonar to keep track of you and monsters.

Travel all over the world and explore excavation sites from the Aztecs jungle over the ruins in Europe and the Egyptian deserts to the Terracotta army in Asia.

Use your home library to identify artifacts and show off your exhibits to other players in your gallery. Obtain information about the mythical monsters of each region to know about their strengths, weaknesses and how to exorcise, banish or extinguish them.
The adventure awaits ahead of you!
Hello Community,\n\nAs always, I want to thank everyone who participated in the Closed Alpha. Your feedback is always valuable in spotting and fixing numerous bugs. I look forward to your continued support with this latest update.\n\nIf you haven\'t yet participated and would like to join the play-testing while providing valuable feedback, please refer to the post linked below for detailed information on how to gain access to the Closed Alpha.\n\nClosed Alpha Access \n\nThe biggest change is for the Demo as it now takes place on the Nordic island instead of Transylvania, as the latter was too difficult and too large for new players.\n\n\n
ANIMALS
\nNEW
\n- \n
- Added that animals now react to all kinds of sound effects and mostly flee from them.\n
FIXES
\n- \n
- Fixed a bug where two animals meeting on a steep slope could become stuck.\n
AUDIO
\nFIXES
\n- \n
- Fixed a bug where sound effects originating from inside were not properly muffled when the player was outside.\n
BLACK MARKET
\nCHANGES
\n- \n
- Increased the sell area on and close around the table.\n
CHARACTERS
\nCHANGES
\n- \n
- Changed the voice of the Black Market merchant. Special thanks to Null_Run for the voice dubbing.\n
- Changed that the museum guard will now only start talking and counting down if the player is in sight.\n
FIXES
\n- \n
- Fixed the walking speed of the museum guard when escorting the player out.\n
CONTROLS
\nNEW
\n- \n
- Added double-click functionality to travel map location buttons to start traveling immediately.\n
- Added Enter key input to confirm actions in the Start New Game window.\n
- Added Cancel action to the GamePad back button in the Start New Game window.\n
- Added binding control settings for quick save and quick load.\n
CHANGES
\n- \n
- Changed the functionality of the hide/show equipment button to prioritize showing equipment in hand instead of cycling through visibility states.\n
- Changed the standard quick load key from F9 to F8.\n
FIXES
\n- \n
- Fixed a bug where disconnecting a device in the main menu blocked the user from any further in-game input.\n
- Fixed a bug where disconnecting a device in the main menu prevented the user from starting a new game.\n
ENCYCLOPEDIA
\nFIXES
\n- \n
- Fixed an outdated source link of the Sigtrygg Silver Coin.\n
GAMEPLAY
\nNEW
\n- \n
- Added that candles now act as a fire source and can ignite other objects, such as the resin torch.\n
CHANGES
\n- \n
- Changed that equipment found next to raider bodies in dungeon locations has a higher chance to be useful for the player.\n
- Changed that players can still interact while raising a resin torch.\n
- Changed that beasts hit by the beast repellent will now run farther away, giving players more time to recover.\n
- Changed the state of some locked chests and doors to a blocked state instead to prevent the impression that they can be unlocked with a key.\n
- Changed that a Dungeon now has a chance to contain more than one main antiquity. The probability scales with difficulty, encouraging players to explore further and reducing grind when completing collections.\n
- Reduced the required archaeological reputation to level up by 50% to lessen grind.\n
- Reduced the endurance and vitality level in the Demo.\n
FIXES
\n- \n
- Fixed a bug where the inventory could not be opened, equipment could not be switched, and interactions stopped working if the player died while drawing with chalk, raising a torch, or throwing beast repellent.\n
- Fixed a bug where the throwing arm remained hidden when switching to the inventory or pause menu while preparing a throw.\n
- Fixed a bug where endurance was not fully replenished when loading a save game.\n
- Fixed a bug where the player could still report Nordic collectibles that were already sold, donated, or lost after death.\n
- Fixed that mission sheet rewards in the players inventory no longer count toward Dungeon difficulty after death, as this previously made Dungeons extremely easy.\n
- Fixed a bug where switching equipment while crouching caused the equipped hands to move closer to the players view.\n
GRAPHICS
\nCHANGES
\n- \n
- Downgraded DLSS from version 3.1.11 to 2.2.18 to eliminate dark-scene noise issues. All versions above were tested, last being 310.4.\n
FIXES
\n- \n
- Fixed a bug where shadows cast by lights on the Transylvanian Castle entry stairs flickered on the Ultra shadow resolution setting.\n
- Fixed a bug where shadows cast by lantern candles in the Transylvanian Cemetery disappeared after a short distance.\n
- Fixed a bug where extinguished wall torches remained emissive.\n
HISTORICAL MUSEUM
\nCHANGES
\n- \n
- Increased the donation area on and close around the table.\n
- Switched the positions of the donation area and free equipment to make the equipment easier to spot for new players.\n
- Repositioned the reception counter to create more space and make it clearer that the directors office is located behind it.\n
- Reduced the museums restock time for free equipment from 15 to 5 minutes.\n
ITEMS
\nNEW
\n- \n
- Added stones that can be picked up and thrown to trigger traps as well as lure or fight off animals and monsters.\n
CHANGES
\n- \n
- Changed the center of mass for the Guide Flag so it now stands more stably upright on the ground.\n
- Increased the field of vision for wooden snow goggles to make them more practical.\n
FIXES
\n- \n
- Fixed a rare bug where the lighter appeared ignited even though its lid was closed.\n
- Fixed a bug where chalk could draw an invisible thin line.\n
- Fixed trembling movement of torches and chalk caused by low FPS.\n
- Fixed trembling or jittery hand movement of certain equipment when near static objects.\n
LANGUAGES
\nCHANGES
\n- \n
- Changed how modified language JSON files are loaded. Read the updated ReadMe.txt for details. If you have modified a language JSON file, ensure you have a backup copy before starting the game.\n
- Changed that language files are now loaded and saved during the loading screen at game start to prevent black screen issues on HDD systems.\n
FIXES
\n- \n
- Fixed translation for the Control key in control options and input tips.\n
- Fixed the incorrect English translation for Duskspire Plateau.\n
- Fixed missing and incorrect translations across multiple languages. Any help here is much appreciated.\n
MYTHOLOGICAL MONSTER
\nNEW
\n- \n
- Added that monsters now react to all kinds of sound effects and investigate noises unless they are hunting the player.\n
CHANGES
\n- \n
- Changed that if a monster cannot reach the player, it will return to its previous routine, but will resume hunting as soon as the player becomes reachable and still detected.\n
- [spoiler]Changed that the Black Knight can now follow the player outside the Transylvanian castle to prevent the main gate exploit.[/spoiler]\n
FIXES
\n- \n
- Fixed a bug where two monsters meeting on a steep slope could become stuck.\n
- Fixed a bug where the roaming Transylvanian monster was unable to move.\n
- [spoiler]Fixed a bug where the Black Knight growled angrily at the player even when unaware of their presence.[/spoiler]\n
NORDIC DUNGEON
\nNEW
\n- \n
- Added proper lighting and shadows to the Nordic fire trap.\n
CHANGES
\n- \n
- Changed the procedural generation of the Nordic Dungeon to reduce the number of empty corridors.\n
- Changed that arrows from the Nordic arrow trap no longer disappear and increased their sound effect volume to make it clearer when players are hit.\n
- Changed the position of some Sigtrygg Silver Coins in the Nordic fire pit so they can all be collected without bones blocking them.\n
- Changed the position of the main artifact to hang from an arm bone in the fire pit to make it more visible.\n
- Increased LOD distance of snowy rocks on the Nordic Island to reduce pop-ins.\n
- Increased daytime light intensity on the Nordic Island to improve shadow visibility and enhance the usefulness of snow goggles.\n
- Reduced the size of door-blocking rocks so players can better see what is preventing the door from opening.\n
FIXES
\n- \n
- Fixed the death bug when traversing down the spiral stairs deep within the Dungeon.\n
- Fixed wall height near the spiral stairs deep within the Dungeon.\n
- Fixed an issue where a wall could intersect with the Dungeon entry stairs.\n
- Fixed floating coffins in the Dungeon.\n
- Fixed the LOD of small conifer trees on the Nordic Island.\n
PERFORMANCE
\nCHANGES
\n- \n
- Changed that the game will now continue running in the background or when not in focus.\n
- Optimized the Shadow Resolution LOD for better performance and quality.\n
- Updated the Unity Engine backbone to the latest secure version, fixing a severe security issue introduced since version 2017.1.\n
SAVE AND LOAD
\nFIXES
\n- \n
- Fixed a bug where items from a previous session were still visible but unusable after a quick load.\n
TRANSYLVANIA DUNGEON
\nNEW
\n- \n
- Added proper lighting and shadows to the portals in the Transylvania castle.\n
CHANGES
\n- \n
- Increased the size and visibility of campfire smoke columns to make them easier to spot from a distance.\n
- Increased light range and intensity of wall torches in the Transylvania Castle.\n
FIXES
\n- \n
- Fixed a bug where taking the Transylvanian main antiquity was not counted as completing the main objective, preventing further events from triggering.\n
- Fixed occlusion problems with doors in the Transylvanian Cemetery.\n
- Fixed holes in the passage to the catacombs in the Transylvanian Cemetery.\n
USER INTERFACE
\nCHANGES
\n- \n
- Changed that menu buttons now adjust their width dynamically based on the displayed language text to prevent clicks on empty space.\n
- Renamed the Encyclopedia back button to clarify when it returns to the table of contents versus the pause menu.\n
FIXES
\n- \n
- Fixed a bug where using the Steam overlay in the main menu blocked the user from any further in-game input.\n
- Fixed a bug where using the Steam overlay while in the inventory menu switched the UI to player input actions.\n
- Fixed that when hiding equipment, the corresponding input tip now hides as well.\n
Wake me up when September ends? Better stay awake, because the Cursed Dungeon Raider Community Playtest is only live all September!\n\n
- \n
- Jump in, play the Closed Alpha and help shape the game early with your feedback.\n
- Seats are limited (first-come, first-served), so dont snooze!\n
- Already have a Closed Alpha key? Then you shouldn\'t join the playtest because you already have access to the same version.\n
Hello Community,\n\nFirst and foremost, a heartfelt thank you to all participants of the closed alpha. Your feedback has been invaluable in helping identify bugs, inspire new features, and shape the direction of the game. This major update has taken longer to prepare, as I wanted to carefully integrate your suggestions while also expanding the game with fresh content. I am excited to finally share it with you and look forward to your continued support.\n\nWith this update, the demo and the closed alpha will now share the same version. The demo gives you a focused experience in the Transylvanian Dungeon, throwing you straight into a mission, while the closed alpha continues to offer the current range of content, mechanics, and progression.\n\nAnd now, let\'s dive into the massive changelog and explore everything this update brings.\n\n\n
ANIMALS
\nCHANGES
\n- \n
- Changed animals to be able to walk on very flat rocks.\n
- Optimized path-finding for animals.\n
FIXES
\n- \n
- Fixed animals to prevent them from walking under water.\n
AUDIO
\nNEW
\n- \n
- Added audio occlusion so that sounds become muffled when they are behind walls or closed doors.\n
- Added an option to enable or disable AI-generated voices. When disabled, only characters with real voice actor recordings will be used.\n
- Added an option to toggle heavy breathing sounds from the player on or off.\n
- Added example sounds in the audio volume settings so players can hear the volume levels for ambient, music, SFX, and voice.\n
CHANGES
\n- \n
- Changed player footsteps SFX to spawn slightly ahead in the walking direction to avoid the perception that someone is following behind.\n
- Reduced the volume of the player\'s out of breath sounds.\n
FIXES
\n- \n
- Fixed audio volume settings so that values now correspond accurately, e.g., 5 of 10 truly sounds half as loud.\n
- Fixed player item sounds so that they are slightly louder on the right speaker when held in the right hand, and vice versa.\n
- Fixed a bug where the winning music played alongside the failed music when the player successfully completed the demo and immediately interacted with the horse cart again.\n
- Fixed torch audio when fire is lit and extinguished multiple times.\n
- Fixed ladder footsteps sounds that previously played based on ground level instead of ladder rung.\n
- Fixed missing footsteps at the castle entry when stepping on the edges of the carpet.\n
- Fixed missing echo sound effects inside the castle when corridors were far from the center.\n
BLACK MARKET
\nNEW
\n- \n
- Added new purchasable equipment to the merchant.\n
FIXES
\n- \n
- Fixed the size of newly created mission sheets on the bulletin board.\n
CHARACTERS
\nNEW
\n- \n
- Added additional voice lines for the butler.\n
- Added additional voice lines for the museum director.\n
- Added a new voice line for the museum storage worker to clarify that collectibles should be placed on the table for donation.\n
- Added a new voice line for the museum guard to give a final warning before escorting the player out.\n
- Added a new voice line for the black market innkeeper to clarify that mission sheets and items should be placed on the counter to submit them.\n
CHANGES
\n- \n
- Changed the voice of the butler.\n
- Changed the voice of the museum director.\n
- Changed the voice of the innkeeper. Special thanks to Squishy_0511 for the voice dubbing.\n
- Changed the voice of the museum storage worker. Special thanks to TheChaoticKirby for the voice dubbing.\n
- Changed the voice of the museum attendant. Special thanks to RandomBritishDude for the voice dubbing.\n
CONTROLS
\nNEW
\n- \n
- Added double-click functionality in the inventory to quickly equip or unequip equipment.\n
- Added PlayStation input symbols when using a PlayStation controller.\n
- Added that opening the Steam in-game overlay will pause the game and block input.\n
- Added that disconnecting the current GamePad will pause the game.\n
CHANGES
\n- \n
- Changed mouse/gamepad sensitivity increments to increase in 5-step intervals instead of 10.\n
FIXES
\n- \n
- Fixed display of interaction keys when changed to a NumPad key.\n
CREDITS
\nNEW
\n- \n
- Added artists and voice actors to the credits.\n
ENCYCLOPEDIA
\nNEW
\n- \n
- Added source links to all artifacts.\n
- Added new artifacts.\n
- Added artworks to the encyclopedia.\n
CHANGES
\n- \n
- Updated the table of contents for the encyclopedia.\n
GAMEPLAY
\nNEW
\n- \n
- Added player slipping when walking on steep slopes, preventing hovering in midair or climbing rocks with angles greater than 60.\n
- Added visibility mechanics where lights and player movement affect how visible the player is.\n
- Added that animals and monsters can hear the player when taking damage, huffing, or completely exhausted.\n
- Added an endurance leveling system.\n
- Added a vitality leveling system.\n
- Added an objective to speak with the butler at the beginning to help new players understand their starting tasks.\n
- Added automatic activation and deactivation of holiday-specific events.\n
CHANGES
\n- \n
- Changed dungeon difficulty scaling. Losing items within a dungeon level now makes it easier, while successfully transporting collectibles outside increases the difficulty of that dungeon level.\n
- Changed trap distribution so that the number of traps now depends on both dungeon size and difficulty.\n
- Changed trap mechanics so that all characters and objects can now trigger traps. This can create multiple cascading effects. Players can throw objects at trap triggers to activate them or lure small mobs, which will be available in future updates, into these to defeat them.\n
- Changed the objective description for introducing yourself to the museum director to clarify that the player needs to travel to the historical museum first.\n
- Removed the introductory exploration mission on the Nordic Island to get straight to the dungeon action.\n
- Increased the trigger area for the objective to find the dungeon on the Nordic Island.\n
- Changed main artifacts to spawn in rarity order until all have been discovered once. Subsequent spawns are completely random.\n
- Changed world travel so players can now move directly between any locations instead of being forced to return home first.\n
FIXES
\n- \n
- Fixed an issue where the player could get stuck on rough walls, causing accumulated fall velocity and abrupt drops when moving away.\n
- Fixed a bug where picking up a collectible started an unfinishable objective in the demo.\n
- Fixed a bug where temporarily non-interactable objects could still be interacted with.\n
GRAPHICS
\nNEW
\n- \n
- Added a system where initial graphic settings at first launch automatically match the player\'s GPU capabilities.\n
- Added settings to adjust brightness, contrast, and saturation of the game scene independently from the UI.\n
- Added settings to adjust the level of detail.\n
- Added settings for foliage density and visibility range.\n
- Added wind simulation for foliage.\n
CHANGES
\n- \n
- Changed the aurora borealis illumination reflection to dynamically change over time instead of being static, without impacting performance.\n
- Changed Global Illumination to display a warning when activated, and a red warning at the highest setting due to its high performance demand in certain scenes.\n
- Changed player starting endurance and vitality in the Demo to higher levels.\n
- Reduced the intensity of headlamp reflections to make it easier to read text.\n
FIXES
\n- \n
- Fixed a bug where lights would turn off when they were behind an open door.\n
- Fixed a bug where lights would turn off when they were behind transparent glass.\n
- Fixed wrong lighting on debris that made areas appear unnaturally dark.\n
HOME
\nCHANGES
\n- \n
- Changed wood textures at home to appear less shiny.\n
- Changed display cases at home to properly hold player findings. However, these are still temporary and will receive full interactable glass cases in a future update.\n
- Removed existing artworks from home.\n
FIXES
\n- \n
- Fixed a bug where drawers could not open or close if an object blocking them was removed to inventory.\n
HISTORICAL MUSEUM
\nNEW
\n- \n
- Added room signs in the museum.\n
- Added informational signs for certain artworks.\n
CHANGES
\n- \n
- Changed museum attendants second position to the museum entry to make interaction intentions clearer.\n
- Changed material properties for numerous museum objects.\n
- Changed free equipment provided in the museum.\n
- Removed pre-existing artworks from the Historical Museum.\n
FIXES
\n- \n
- Fixed occlusion problem inside the museum storage room.\n
- Fixed a bug where lights would turn off when the player pressed their face to a museum wall.\n
ITEMS
\nNEW
\n- \n
- Added new equipment: lighter, resin torch, and snow goggles.\n
- Added noise effects to certain equipment when used.\n
- Added artworks as collectible items, which can be kept, donated, or sold like artifacts.\n
- Added coin bags as interactable objects to collect money.\n
- Added the ability to start item placement directly in the world by holding the interaction key without first putting items into the inventory. If placement is aborted, the items return to inventory. Stacked items can now be moved and placed as a whole, e.g., drop a stack of 10 coins from inventory, then hold the interaction key to move and place the full stack.\n
CHANGES
\n- \n
- Changed that chalk now draw also on boats, bulletin boards, mission sheets, archways, barrels, bones, books, cages, coffins, crates, firewood, rocks, stones, stone circles, vases, wood beams, and platforms.\n
- Changed the design of the advanced compass by adding scale lines between degree markings for improved readability.\n
- Changed descriptions of certain items for better readability.\n
- Changed descriptions of some mission sheets for improved clarity.\n
- Changed beast repellent to not only suppress the beasts\' scent detection on direct hit, but also to scare them away reliably.\n
- Changed ladder placement pivot point to the ground instead of the center for easier positioning.\n
- Changed placement rotation mapping for all items to make placement feel more intuitive.\n
- Changed object placement so that items can now be offset on a surface using R plus W/S keys. Previously this was only possible in midair.\n
- Changed item drop behavior so items are placed in front of the player for easier donations or selling. However, if no space is available, items will drop to the player\'s feet as before.\n
FIXES
\n- \n
- Fixed an issue where the player has retained equipment in hand after death if items were in the process of being switched.\n
- Fixed a bug where the player still had stackable equipment in hand after death.\n
- Fixed a bug where bandages could not be used if six bandages were already used across multiple runs in the demo. Now all six can be used for each run.\n
- Fixed a bug where light-emitting equipment did not properly cast shadows when placed around while lit.\n
- Fixed a bug where some objects fell through terrain, drawers, or floors if placed in mid-air.\n
- Fixed a bug where mission sheets and wood boards fell too quickly during placement in mid-air.\n
- Fixed a bug preventing items from being placed behind objects to avoid glitches through walls and floors.\n
LANGUAGES
\nNEW
\n- \n
- Added mod support for languages. Detailed instructions can be found in the ReadMe.txt inside (Cursed Dungeon Raider/Cursed Dungeon Raider_Data/StreamingAssets/Languages). My dear french speaking players, you can now edit my poor translation.\n
CHANGES
\n- \n
- Moved the system language setting to the interface options alongside the subtitles language.\n
FIXES
\n- \n
- Fixed an issue where changing languages repeatedly added extra text instead of replacing it.\n
- Fixed missing translations for some languages for the museum attendant.\n
- Fixed a spelling issue in museum attendant subtitles in English.\n
- Fixed subtitle overlap for the masked man in English.\n
- Fixed translation of the Whispering Hill in Ukrainian.\n
MYTHOLOGICAL MONSTER
\nNEW
\n- \n
- Added that sleeping monsters can be awakened by very loud noises.\n
- Added that some specific monsters can interact with doors.\n
- [spoiler]Added that Will\'O Wisps can guide the player back to their boat.[/spoiler]\n
- [spoiler]Added the Black Knight to the Transylvania Castle.[/spoiler]\n
CHANGES
\n- \n
- Changed monsters to be able to walk on very flat rocks.\n
- Optimized movement around sharp corners for specific monsters.\n
FIXES
\n- \n
- Fixed a bug where monsters walked under water.\n
- Fixed a bug where monsters would get stuck in place when the player went out of reach.\n
- Fixed a rare bug where no monster spawned in the Nordic dungeon.\n
- [spoiler]Fixed a bug where the Golem roared during its throw animation.[/spoiler]\n
NORDIC DUNGEON
\nNEW
\n- \n
- Added offering decorations to Nordic stone circles.\n
- Added collectibles to each Nordic point of interest.\n
- Added more boulders on the Nordic island.\n
- Added additional appearance variety for trap triggers, which increases with dungeon difficulty to make traps harder to spot.\n
CHANGES
\n- \n
- Renamed the Nordic Excavation Site to Nordic Island.\n
- Reduced the size of the Nordic Island from 1 km x 1 km to 512 m x 512 m to enhance the exploration experience.\n
- Reduced fog density on the Nordic Island during daytime.\n
- Changed the Nordic sandy beach to a steep, wet, rocky coastline.\n
FIXES
\n- \n
- Fixed a clipping wall that extended into the dungeon entry stairs.\n
- Fixed mushy textures on snowy rocks on the Nordic Island.\n
- Fixed snowfall rendering through the dungeon entry roof.\n
- Fixed lighting transitions while descending the dungeon entry stairs for all weather conditions on the Nordic Island.\n
- Fixed overwhelming lighting inside the dungeon entry when shadows were disabled in graphics settings.\n
- Fixed overwhelming lighting from smoke and poison effects in the dungeon during daytime or evening.\n
- Fixed flickering dirt textures on wooden floors in the dungeon.\n
- Fixed a bug causing leaking torch light in the Nordic dungeon.\n
PERFORMANCE
\nNEW
\n- \n
- Added distance culling for animations and models of life forms to improve CPU and GPU performance.\n
- Activated texture streaming to reduce GPU memory usage.\n
CHANGES
\n- \n
- Optimized performance and memory usage for language assets.\n
- Optimized vegetation to run much smoother, cutting CPU usage by up to 80% and GPU usage by 20%.\n
- Optimized general and shadow rendering performance in the Historical Museum.\n
- Optimized overall performance on the Nordic Island.\n
- Optimized memory usage on the Nordic Island, reducing VRAM consumption by 50%.\n
- Optimized memory usage in Transylvania, reducing VRAM consumption by 40%.\n
- Optimized CPU usage for flickering lights.\n
SAVE AND LOAD
\nNEW
\n- \n
- Added the option to start a completely new game.\n
- Added loading bar quotes for each specific region.\n
- Added a savegame menu to manually save (only at home) and load (from anywhere).\n
- Added F5 Quicksave (only at home) and F9 Quickload (from anywhere).\n
CHANGES
\n- \n
- Changed autosave system to save chronologically across three separate save files instead of a single file.\n
- Changed save behavior so the game now also saves automatically when starting travel, not just at home.\n
- Changed legacy Closed Alpha savegames. Players who already played must now repeat the introduction mission, as missions and their order have changed. If you have done only minimal progress, then I recommend to start a fresh game.\n
TRANSYLVANIA DUNGEON
\nThe mysterious and eerie Transylvania Dungeon is now accessible in the Closed Alpha! Previously, it was only available in the demo. Explore dark corridors, uncover hidden mysteries, and face new challenges in this iconic location. Reach Archaeological Reputation Level 2 and speak with the Museum Director to unlock your journey into the shadows of Transylvania.\n\n
\n
\n
\n\nNEW
\n- \n
- Added random dangers to Transylvania.\n
- Added more flora for a higher vegetation variety.\n
- Added a castle library.\n
- Added forest cemetery.\n
- Added natural rock bridge on Dawncrest Ledge.\n
CHANGES
\n- \n
- Reduced the size of Transylvania from 2 km x 2 km to 1 km x 1 km to improve exploration pacing.\n
- Renamed Transylvania locations Dusken Peak and Dawnspire Plateau to Duskspire Plateau and Dawncrest Ledge.\n
- Removed nearly all books from the village.\n
- Increased the forest density to get a more realistic and atmospheric forest.\n
- Increased slightly the intensity of the ambient lighting.\n
- Changed the texture of signposts to a more moldy, weathered appearance.\n
- Changed the visual representation of flies so that they are no longer flat flying textures, but have a realistic 3D shape.\n
- Changed chests and cupboards in Transylvania to be interactable.\n
- Changed statues in the castle to be destructible.\n
- Changed castle exterior lights so that they are all lit at the start, improving visibility in the dark.\n
- Changed that not only fences but also wooden barriers, ladders, and stairs in Mist Village are destructible.\n
FIXES
\n- \n
- Fixed clipping of chopped wood on the wood cart next to the Mist Village.\n
- Fixed a floor hole next to the castle entry.\n
- Fixed gargoyle statues that were flying in the air next to the castle entry.\n
- Fixed shadow issues with castle towers.\n
USER INTERFACE
\nNEW
\n- \n
- Added the main menu.\n
- Added buttons to report bugs and share feedback.\n
- Added a visibility indicator option to show how well the player can be seen by others.\n
- Added multiple crosshair customization options, including icon, color, visibility, and size. Players can also import custom crosshair PNGs into (Cursed Dungeon Raider/Cursed Dungeon Raider_Data/StreamingAssets/Crosshairs).\n
- Added a character window next to the inventory to equip the player character.\n
- Added an eyewear slot in the character window (more slot types will follow in future updates).\n
- Added input information in the inventory when hovering over items to show how to drag items and open their context menu.\n
- Added input hints in the bottom-right corner, which can be disabled in the interface options.\n
CHANGES
\n- \n
- Changed player noise icon from a speaker to an ear to clarify it represents in-game noise rather than voice input.\n
- Changed world map appearance from a book page to parchment.\n
- Changed location icons on the world map to make them more distinct and easier to spot.\n
Hello Community,\n\nIm excited to announce a Community Playtest for the Closed Alpha of Cursed Dungeon Raider, launching in September, right after the release of the major update. This update is packed with around 10 hours of content if you want to explore everything. To give you enough time to experience it all and provide feedback, the Playtest will run for about one month.\n\nPlease note that access will be limited and based on a first-come, first-served basis. If you havent already, be sure to follow the game on Steam so you dont miss out when the Playtest goes live.\n\nThis is your chance to get a behind-the-scenes look at development and help shape the game early on. Your feedback is incredibly important and this playtest will help me fine-tune the game based on your experiences.\n\n
How to Participate:
\n[olist]\nHello Community,
the big update is still in progress, but thanks to your valuable feedback, which hasnt gone unnoticed, significant improvements have already been integrated. What remains is completing the Forest Graveyard, redesigning the Museum to make space for the exhibition about the new location, adding the new equipment and making the language files modifiable. Fingers crossed, the update should be ready by the end of August.
In the meantime, you can explore a curated selection of AI-generated music, created using Suno and featuring original lyrics tied to the games lore. Each song delves into key themes, characters and events, offering a fresh perspective on the story through atmospheric sound and storytelling. Its the perfect way to get in the right mood while speculating about whats to come.
You can listen to the music here.
Thank you again for your continued support!
Hello Community,
today I wanted to share a quick update. I submitted Cursed Dungeon Raider to the Indie Arena Booth at Gamescom 2025, hoping to showcase it among some of the most exciting indie titles out there. Unfortunately, I found out today that we werent selected to be part of this years lineup.
Of course, its disappointing, but I completely understand the tough decisions the jury had to make, choosing from so many great indie games. That said, this only motivates me more to keep improving, keep building and keep sharing the development journey with you.
Thank you again for your continued support!
Hello Community,
I want to update you all on the progress of the next big update. With some of you already playtesting the Closed Alpha, Ive been working to implement your feedback, which is taking more time than expected. As things stand, I now expect to release the big update around the end of May 2025.
However, this also means that the current release target of June 2025 is unrealistic and I have to push back the full release once again. Rather than setting another specific date that might not hold, Im now shifting to a general release window of 2026. When Im one month away from release and confident everything is ready, Ill announce the final date.
That said, in the best case, the release could still happen in 2025. A key indicator will be the big multiplayer performance test event, which I plan to hold a few months before launch. More details on that will come when the time is right.
Thank you again for your continued support!
Hello Community,
the public demo for Cursed Dungeon Raider is now available for everyone to play. You can dive into the game and experience the single-player mission set in Transylvania, giving you a taste of the core gameplay while I continue working on the full version.
Additionally, after careful consideration, Ive set a new release date for the full game:
19.06.2025
This extra time will allow me to finish the key elements I mentioned in my previous message. As a reminder, Im working on completing the Egypt region, expanding the Historical Museum exhibits, integrating Co-Op multiplayer, creating NPC character models (where you can participate with your 3D models too) and ensuring everything is polished and tied together with exciting contracts.
For those of you who have been part of the Closed Alpha playtesting, you can continue testing the game until the full release. Please remember that your save data will be reset at launch, so treat this phase as a chance to help test features rather than focusing on long-term progression. Youll also be able to try the demo alongside the Closed Alpha if youre eager to explore the new content ahead of its final integration.
Thank you again for your patience and ongoing support. I cant wait to hear your feedback on the demo and share more updates with you as we approach release!
Hello Community,
Unfortunately, I have to postpone the release of Cursed Dungeon Raider. At this time, I can't provide an exact release date, but I will share an update about the new release date by Halloween at the latest.
The reasons for this decision are straightforward. Since I am developing the game as a hobby in my free time, I underestimated how much time it would take to create a complete gaming experience with all the promised content for the Early Access version. Specifically, I need more time to complete the Egypt region, expand the Historical Museum exhibits, integrate Co-Op multiplayer and apply final polish to bring everything together with exciting contracts.
However, I will be releasing a public single-player demo around Halloween. This will give you a chance to get hands-on with the game. The demo is set in Transylvania and will showcase the main gameplay during a mission.

For all Closed Alpha playtesters, you can continue playing until the new release date is reached. As mentioned at the bottom of each changelog update, your save data will be reset at release, so please play with testing in mind rather than focusing on progression. That said, youll be able to play the demo alongside the Closed Alpha if youre eager to experience the new content before its fully integrated into the main game.
Thank you again for your continued support!
As always, I want to thank everyone who participated in the closed alpha. Your feedback is always valuable in spotting and fixing numerous bugs. I look forward to your continued support with this latest update.
If you haven't yet participated and would like to join the play-testing while providing valuable feedback, please refer to the post linked below for detailed information on how to gain access to the Closed Alpha.
Closed Alpha Access
ANIMALS
CHANGES
- Reduced the foxs running speed slightly to make it easier to track before it escapes.
BLACK MARKET
NEW
- Added one-time side missions available via the bulletin board at the black market.
- Added the Innkeeper as an interactable character for submitting side missions.
CHANGES
- Changed that the player can no longer disable lights in the black market.
DUNGEON
NEW
- Added more trap variety for increased gameplay challenges.
- Added trip ropes as a new mechanism for triggering traps.
- Added more details to the dungeon environment.
CHANGES
- Increased the number of collectible items in the dungeon.
- Walls with lower holes can now replace doors to add more variety.
FIXES
- Fixed a bug where the spear trap failed to damage the player despite a direct hit.
- Fixed a bug where two door sections were incorrectly positioned on top of each other or very close to each other.
GAMEPLAY
NEW
- Added an introduction main quest line to guide the player through all the different locations.
HISTORICAL MUSEUM
NEW
- Added more interactive elements with the museum guard.
- Added the museum attendant as an interactable character.
CHANGES
- Throwing objects is now classified as a minor act of vandalism and will result in penalties.
HOME
NEW
- Added a chandelier, bulletin board, drawer, and candle holder to the home office.
CHANGES
- Resized the bedside table with two drawers and adjusted its positioning. Objects within should remain unaffected.
FIXES
- Fixed a bug where a display case at home still contained pre-filled artifacts.
- Fixed an issue where the ladder fell through the floor.
ITEMS
FIXES
- Fixed a bug where the electric lantern caused flickering low-quality shadows near objects.
MYTHOLOGICAL MONSTER
NEW
- [spoiler]Added the ability to throw rocks for all Golems.[/spoiler]
PERFORMANCE
NEW
- Added a dynamic shadow system. If the game performance drops below 30 FPS, shadows will be progressively disabled to maintain smooth gameplay, especially in the historical museum.
CHANGES
- Optimized performance for shadow casting lights.
- Reduced performance impacts from smoke effects.
USER INTERFACE
NEW
- Added notifications for changes in money and archaeological reputation.
CHANGES
- Improved readability of the level loading tip text with added shadows for better visibility against bright backgrounds.
Again keep in mind that the save game will be resetted as soon as the game gets released in early access. So please play for testing purposes and not for the progress.
Finally, I want to express my gratitude once more for your ongoing support and feedback. Your input is invaluable, and future updates will be guided by your valuable suggestions and preferences.
Now, set out on your adventure!
As always, I want to thank everyone who participated in the closed alpha. Your feedback is always valuable in spotting and fixing numerous bugs. I look forward to your continued support with this latest update.
If you haven't yet participated and would like to join the play-testing while providing valuable feedback, please refer to the post linked below for detailed information on how to gain access to the Closed Alpha.
Closed Alpha Access
ANIMALS
FIXES
- Fixed foxes getting stuck while trying to escape in a certain direction.
- Fixed a bug where all animals and monsters noticed the player at the start.
BLACK MARKET
CHANGES
- Updated interactions with the black market merchant.
CONTROLS
NEW
- Added a control setting to smooth out camera rotation.
- Added control settings to toggle movement and sprint, enabling auto-run capabilities.
DUNGEON
NEW
- Added new points of interest on the Scandinavian island.
- Added a lit ship on the sea for easier boat location.
- Added more lootable objects in the dungeon.
FIXES
- Fixed placement issues with destructible walls at lower dungeon entrances.
- Fixed misplaced doors in the dungeon and their rotation issues.
- Fixed misplaced destructible walls in the dungeon.
- Fixed main artifact glitching below the coffin.
- Fixed immediate light transition from bright to dark when descending into the dungeon.
GAMEPLAY
NEW
- Added smell gameplay mechanic.
- Added one new objective.
CHANGES
- Changed sprint mechanics: sprint key input is ignored when endurance is depleted, allowing recovery before the player needs to release the sprint key.
- Updated player crouch transition to be smoother.
GRAPHICS
FIXES
- Fixed a bug where ashes began to glitter.
HISTORICAL MUSEUM
NEW
- Added interactions with the museum director.
- Added new donate-able collectibles to the museum's display cases.
CHANGES
- Changed museum display cases to only be visible when a collectible is donated.
- Changed other large displayable objects in the museum to only be visible when discovered and objectives are completed.
- Updated interactions with the historical museum storage worker.
FIXES
- Fixed display cases at the historical museum that stopped displaying donated objects after repeated visits.
HOME
NEW
- Added more bookcases at home.
- Added compass, chalk, and flashlight as starter equipment on the office table.
CHANGES
- Removed pre-filled collectibles from display cases at home.
- Removed bed collider interaction.
- Updated map to a more historically accurate version at home and in the menu.
ITEMS
NEW
- Added ceramic plate as a new collectible.
- Added an advanced compass with rangefinder capabilities.
- Added beast repellent as throwable equipment.
CHANGES
- Updated guide flags, ladders, and wooden boards.
FIXES
- Fixed glowing light tube of the electric lantern when it was not lit.
- Fixed wooden boards sticking to surfaces at home when returning.
- Fixed glitching objects when crouching and then standing up over them.
- Fixed collectible weapons on the Scandinavian island disappearing when going back home.
MYTHOLOGICAL MONSTER
NEW
- [spoiler]Added new points of interest to the Wisps guidance possibilities.[/spoiler]
- [spoiler]Added Berserker (Werebear) as a new monster with variations in black, red, and snow fur.[/spoiler]
CHANGES
- Updated monster spawn mechanics: more difficult monsters spawn as the player succeeds.
FIXES
- [spoiler]Fixed Wisps reappearing after exiting the dungeon, even if they were vanished by the player.[/spoiler]
PERFORMANCE
CHANGES
- Optimized GPU memory usage.
- Optimized RAM usage.
SAVE AND LOAD
CHANGES
- Optimized loading process.
USER INTERFACE
FIXES
- Fixed active cursor issue at the start of the game.
Again keep in mind that the save game will be resetted as soon as the game gets released in early access. So please play for testing purposes and not for the progress.
Finally, I want to express my gratitude once more for your ongoing support and feedback. Your input is invaluable, and future updates will be guided by your valuable suggestions and preferences.
Now, set out on your adventure!
First and foremost, I want to thank everyone who participated in the closed alpha. Your feedback is always valuable in spotting and fixing numerous bugs. I look forward to your continued support with this latest update.
If you haven't yet participated and would like to join the play-testing while providing valuable feedback, please refer to the post linked below for detailed information on how to gain access to the Closed Alpha.
Closed Alpha Access
BLACK MARKET
CHANGES
- Changed the decoration on the black market round table.
FIXES
- Fixed a bug where non-purchased, stackable items could be stacked onto purchased items and vice versa.
- Fixed a bug where selling silver coins at the black market caused the bouncer to stop you from leaving.
CONTROLS
NEW
- Added control settings to enable horizontal and vertical inversion of camera controls.
DUNGEON
NEW
- Enhanced the dungeon with additional details and collectibles, enriching the exploration and discovery experience.
CHANGES
- Reduced the number of empty rooms in the dungeon.
- Adjusted rock traps so they can no longer destroy demolishable walls with minor contact.
FIXES
- Fixed a lighting issue with broken tables in the dungeon.
- Fixed a bug where interior items were placed directly behind the door in the dungeon.
- Fixed glitching walls in the dungeon.
- Fixed a bug where two doors in a row were spawned in the dungeon.
- Fixed a bug where the lower dungeon entry was blocked by other doors and/or objects.
- Fixed a bug where the dungeon had no entry.
GAMEPLAY
NEW
- Added interactive features to paintings, allowing access for more detailed information.
- Added new sound and visual effects to indicate when the last 5 seconds of stamina are depleting.
GRAPHICS
NEW
- Added support for 16:10 aspect ratio, ensuring a better visual experience for users with different screen formats.
CHANGES
- Introduced a maximum speed parameter for the Aurora Borealis to prevent it from moving too quickly on certain systems.
FIXES
- Fixed a bug in the dynamic calculation of shadow resolutions, resulting in a general performance boost, especially in scenes with many shadow-casting lights.
HISTORICAL MUSEUM
CHANGES
- Enhanced museum performance.
- Altered museum lighting to be more yellowish and slightly darker.
FIXES
- Fixed a bug where the museum could still be visited despite being recently banned.
HOME
NEW
- Added display cases at home; these are currently not usable but will be functional in future updates.
CHANGES
- Improved performance for the large chandelier over the round table at home.
- Removed the world map from the round table at home.
- Modified the paintings at home.
ITEMS
CHANGES
- Expanded the range of objects that can be drawn on with chalk.
- Updated coin attention spark to appear only in dungeon worlds.
- Made wood boards stackable.
- Enabled wood boards to be placed on dynamic objects, with the boards falling off when the object moves, making it easier to construct small structures.
FIXES
- Fixed an issue with drawing chalk on wooden pillars in the dungeon.
- Fixed a bug where silver coins could not be placed.
LANGUAGES
FIXES
- Fixed a bug where the Portuguese language was not selectable and also blocked selection of other languages.
- Fixed missing characters for a few languages.
MYTHOLOGICAL MONSTER
CHANGES
- [spoiler]Changed Wisps appearance.[/spoiler]
FIXES
- [spoiler]Fixed a bug where Wisps were visible even during the day.[/spoiler]
SAVE AND LOAD
FIXES
- Fixed a game-breaking bug where the screen could go black if you tried to return home immediately after arriving at another location.
USER INTERFACE
NEW
- Added a background to subtitles to enhance readability.
FIXES
- Fixed the noise level interface remaining visible after restarting the game, even if the interface was turned off.
- Fixed a bug where the inventory info interface remained visible while changing equipment if the mouse was left over an equipment slot when closing the inventory menu.
- Fixed a bug where the archaeological reputation tooltip was still visible even after closing the inventory.
Again keep in mind that the save game will be resetted as soon as the game gets released in early access. So please play for testing purposes and not for the progress.
Finally, I want to express my gratitude once more for your ongoing support and feedback. Your input is invaluable, and future updates will be guided by your valuable suggestions and preferences.
Now, set out on your adventure!
Hello Talented Artists
Do you want to set a mark on the world of Cursed Dungeon Raider? There is now an exciting opportunity for 3D artists to showcase their skills and see their creations come alive in Cursed Dungeon Raider, which is set between 1919 and 1939 and goes all around the world from Central America over Scandinavia, Central and Eastern Europe to Eygpt, Africa and Asia. Contributors whose models are included will be not only visible but additionally credited in the game, showcasing your contribution to players globally.What Kind of Models?
Most importantly detailed, realistic 3D character models that resonate with the early 20th-century setting. But if you prefer to create mythological monster, then there is your chance too. Whether you are passionate about creating background characters or formidable monsters, I am eager to see your creations.NPC Character Inspiration
- Butler: The discreet backbone of many aristocratic households. This character should embody professionalism and meticulous care, dressed in a crisp, buttoned-up uniform. His expression might be one of perpetual readiness and unwavering loyalty, with a posture that speaks of decades serving his employers. Attention to detail, like a perfectly tied tie, polished shoes, and a neat hairdo, would be crucial for this character.
- Museum Director: An intellectual beacon with a keen eye for the rare and extraordinary. This character might wear classic 1920s attire, like a tailored suit, exuding authority and knowledge. Their model should reflect a person who spends days curating precious artifacts and educating the public, perhaps with glasses and an ever-present catalog or clipboard in hand.
- Black Market Merchant: A clever and somewhat secretive trader of forbidden wares. This character could have a more rugged, elusive look, perhaps with a heavy coat to conceal their goods and a wide-brimmed hat to shadow their face. Details like hidden pockets, assorted trinkets, and a wary gaze would make this model come alive, hinting at a life of constant vigilance and secret deals.
- Aristocrat Gentleman: The epitome of upper-crust society in the early 20th century. This character would be the picture of elegance and wealth, dressed in a fine suit or a tuxedo, complete with a monocle or a walking cane. His posture and demeanor should exude confidence and privilege, perhaps with a slight air of disdain or aloofness that marks his high social standing.
Mythological Monster Inspiration
- Leshy: The elusive forest spirit from Slavic folklore. This character could be towering and imposing, cloaked in leaves and moss, with eyes that glow with the wisdom of the woods. The Leshy is the guardian of the forest, often portrayed with a beard made from living greenery and limbs that twist like gnarled tree branches. Imagine this spirit blending seamlessly into the forest background, appearing almost camouflaged until noticed by an unsuspecting passerby.
- Huldra: This beguiling creature from Scandinavian lore is known for her stunning beauty that belies her true nature. With the torso of a beautiful woman and the hidden tail of a cow or fox, the Huldra is both enchanting and horrific. She could be depicted luring unwary travelers with her charm, set against the backdrop of misty Scandinavian forests. Her model would feature intricate details that reflect her dual nature, blending human allure with the wild elements of her forest home.
Model Requirements
- The character model must fit into the time setting between 1919 and 1938.
- It must be a realistic PBR style with high definition textures and reasonable amount of vertices.
- Your models should be rigged and if they are not humanoid also come with a bunch of animations.
- Try to adhering to industry standards (like Mixamo) to ensure they integrate seamlessly into the game.
How to Participate
Leave a comment here and tell me what you want to do.Further discussion will then be moved to the Steam Forum or via Steam Chat or Email.
I can't wait to see what you guys bring to the round table. This is your chance to leave your creative stamp on Cursed Dungeon Raider that blends rich history with an exploration adventure.
Looking forward to your incredible creations!
First and foremost, I would like to thank all participants of the closed alpha. Your invaluable feedback was essential in identifying and resolving numerous bugs. I eagerly look forward to your continued support with this update. This update also includes compatibility with the Steam Deck. Volunteers for testing on the Steam Deck are welcome!
If you haven't yet participated and would like to join the play-testing while providing valuable feedback, please refer to the post linked below for detailed information on how to gain access to the Closed Alpha.
Closed Alpha Access
ANIMALS
CHANGES
- Changed the eye color of foxes.
FIXES
- Fixed foxes stuttering movements when they attempt to flee from the player.
AUDIO
NEW
- Added creaking wood floor sounds to the home environment.
CHANGES
- Slightly increased volume for fire-related sound effects, including torches and fireplaces.
- Adjusted the ambient rain sound at home to be more noticeable near windows and outer walls, while quieter deeper inside the building.
- Updated the Scandinavian loading music to a theme that better suits the region.
BLACK MARKET
Added the Black Market as a new visit able location. In this secret location, players can sell their unearthed treasures, purchase new equipment and, in later updates, embark on exciting missions, some of which even go beyond the limits of legality.In future updates you will be able to talk with enigmatic figures, each with their own hidden agendas, and unlock new potential clients. Whether you're looking to enhance your gear or delve into the murky waters of morally ambiguous quests, the Black Market promises a wealth of opportunity and danger alike.



CHARACTERS
NEW
- Added placeholder characters featuring preliminary animations and AI-generated voice lines. Note: The voices will be replaced as soon as a proper voice actor has been found. Moreover, only a select few characters are currently interactable.
CONTROLS
NEW
- Added comprehensive GamePad support. Please note, due to an overhaul of the underlying system, if you have customized controls, you will need to configure them again.
- Controls are now individually adjustable for each device (keyboard/mouse and gamepad).
- Added UI images for specific controls, including mouse buttons and certain keyboard keys.
- Added a setting to adjust mouse sensitivity for gamepad controls.
- Added controls for setting look directions.
- Added controls to rotate inventory items during placement.
- Added controls to toggle the visibility of the inventory, objectives, and pause menu.
- Added a toggle option for sneaking in the control settings.
FIXES
- Fixed camera rotation issues encountered at very low FPS.
- Fixed stuttering of objects while being placed.
- Fixed the scroll wheel functionality in the control menu. Other keys can now be used as well.
- Fixed issues with dragging items in the inventory using buttons other than the left mouse button.
DUNGEON
NEW
- Implemented foundational support for seed-based reproducible dungeons.
- Added new dungeon room variations where ladders can be utilized.
- Added destructible walls, currently only destructible by large monsters.
CHANGES
- Enhanced the exterior of the Scandinavian dungeon with subtle decorations to increase its prominence.
- Adjusted the boundaries of the Scandinavian island to match the water level.
FIXES
- Fixed stuttering issues when entering or exiting the dungeon.
- Fixed an issue where dungeon dust appeared to glow under certain conditions.
- Fixed overlapping issues in dungeon room layouts.
GAMEPLAY
NEW
- Objects that glitch through the floor will now reset to the main round table in the library. If you've lost any items, check there first; if they're not present, you can be sure they haven't glitched through the house floor.
- Added a feature to disable bed colliders, allowing players to retrieve items that may have fallen behind them.
- Added a "Surrender" button to exit missions on demand. Note: Using this feature results in character death and loss of inventory. Use it only if you cannot find your way back.
CHANGES
- Endurance now only depletes in dungeon worlds and regenerates faster when standing still, with an increased rate of regeneration when crouching and stationary.
- Improved the collider for stairs to enhance the walking experience and ensure more accurate object interactions.
- Increased the interaction distance for objects on the floor or above the player.
- Optimized interactions with small objects such as coins and chalk. Pixel perfect clicking is no longer necessary.
FIXES
- Fixed collision issues with the statue stone circle.
- Fixed a glitch that allowed players to pass through dungeon ceilings.
- Fixed an issue where players took fall damage after being stuck in an object for an extended period.
- Fixed an issue with object placement when the player dies.
GRAPHICS
NEW
- Expanded selection of FPS limits.
- Expanded VSync options (Off, Full, Half). Note: Disable VSync if your FPS are not over your monitor's refresh rate to avoid stuttering and sluggish input/movement.
- Added an option to disable shadows for low-end PCs. Note: Disabling shadows is not recommended as it causes lights to shine through walls and other objects. Use this option only if you are experiencing significant performance issues.
- Added settings for soft shadows.
- Added an option to manage shadows for player-equipped light sources only. Disable this setting if activating the electric lantern results in a substantial frame drop.
CHANGES
- Improved FPS counter.
- Updated the home's wooden facade and reduced the shininess of doors for a more realistic appearance.
FIXES
- Fixed the high speed issue of the Aurora Borealis that was seen by certain players.
- Fixed an issue where all lights were missing in the dining hall and office at home.
- Fixed issues with trees clipping through objects.
- Fixed DLSS compatibility checks for unsupported systems.
- Fixed lighting issues on Scandinavian island during evening.
- Fixed lighting issues related to snow, smoke, and fireplaces.
- Fixed lighting anomalies when using chalk.
- Fixed shadow casting from electric lanterns.
HISTORICAL MUSEUM
Added the Historical Museum as a new visit able location. Step into the Historical Museum, a cornerstone of the game world where history and adventure meet. As a new archaeologist, you can go there to begin your journey with free starter gear provided by the museum. You can enhance your archaeological reputation by donating artifacts and other valuable collectibles, which will be proudly displayed within the museum's halls.In future updates, once you gain enough reputation, you will be able to connect with curators and the Museum director to receive specialized missions that deepen your engagement with the rich history of the real existing artifacts.





ITEMS
NEW
- Added new equipment: ladders and wooden boards.
- Added precious but rare gemstones to find.
- Added collectible bronze chalices.
CHANGES
- Introduced a subtle sparkle effect to coins.
- Expanded the range of surfaces chalk can be used on, including more static surfaces like pillars, round walls, statues and now dynamic surfaces too like doors, chests and drawers.
- Chalk is now stackable, enhancing inventory management.
- Enhanced the compass glow for improved readability in dark environments.
- Removed the pre-existing weapons from the basement weapon rack, allowing you to place your own found weapons there. Note: Placement still requires manual adjustment and can be clumsy.
FIXES
- Fixed colliders of tableware items.
- Fixed collision problems with small coins.
- Fixed an issue while drawing with two chalks simultaneously.
- Fixed the yellow highlight effect on certain objects.
MYTHOLOGICAL MONSTER
NEW
- [spoiler]Added wisps that appear at night on the Scandinavian island.[/spoiler]
PERFORMANCE
CHANGES
- Enhanced performance both at home and on the Scandinavian island.
- Improved debris performance.
- Significantly improved the efficiency of lights and their shadows for substantial performance gains.
- Enhanced the pathfinding algorithms for animals and monsters.
- Optimized the mesh of 3D scanned artifacts. Note: If you have placed artifacts at home, some may have shifted slightly to different positions.
SAVE AND LOAD
CHANGES
- Enhanced the load time for the Scandinavian island.
- Optimized save/load times for saved games.
FIXES
- Fixed a crash issue when loading the Scandinavian island.
- Fixed physics issues when loading items. Before, it looked as if a poltergeist had been raging.
- Fixed the loading of large chests to ensure they appear correctly if left open.
USER INTERFACE
NEW
- Added a new interface to display the player's noise level.
- Added subtitles with customizable settings (toggle on/off, language, size).
CHANGES
- Relocated the settings warning icon to behind the settings name and made it slightly transparent to encourage players to hover their cursor over it for hints.
- Relocated the Scandinavia marker further north on the mission world map.
- Relocated interaction text to the center of the screen, rather than below center.
FIXES
- Fixed the electric lantern's name across all language settings.
- Fixed the inventory view when the player dies.
With this update you can now make progress, but keep in mind that the save game will be resetted as soon as the game gets released in early access. So please play for testing purposes and not for the progress.
Last but not least I want to thank you again for your continued support and feedback. Your input is invaluable, and future enhancements will be based on your valuable suggestions and preferences.
Now, set out on your adventure!
Welcome to the exclusive Closed Alpha Access event for "Cursed Dungeon Raider", an exhilarating exploration adventure that blends spine-tingling horror elements and deadly traps with the excitement of historic artifact recovery.
The changelog can be found here .
What to Expect
While the full game will take you on a journey across the world to unearth ancient wonders, in this closed alpha, you'll be among the first to venture into the eerie depths of Nordic dungeons and tombs. These chilling locations, where you have to traverse the dark, enigmatic forests of the North, are brimming with traps and mythical creatures from the region's folklore.
As you recover in-game artifacts, you'll gain knowledge about their real historic counterparts, as they are based on 3D scans of actual artifacts. Explore their origins, significance, and the locations they were found, adding an educational dimension to your gaming experience.
What are the requirements
Please provide information on how you can contribute for the development of the game. Are you a dedicated tester with a keen eye? Besides a Windows PC, do you have a Mac or Linux system to test these versions too? Can you provide valuable feedback to help improve the game? Can you help spread the game on social media? Share your ideas and help shape the future of "Cursed Dungeon Raider"!
How to Participate
You have three ways to get in touch for a Closed Alpha key:
[olist]
[/olist]
Thank you for your interest in "Cursed Dungeon Raider". Prepare for a chilling adventure that expand your mind. Discover the mysteries of the North and be part of this unforgettable Closed Alpha journey!
This changelog is detailing the differences about the Closed Alpha in comparison with the freely available prototype on itch.io .
For more information on how to get access to the Closed Alpha, click here .
Controls
- Arms will now avoid colliding with objects. The previously used clipping camera has been removed, which should result in a 10 % performance improvement.
- Added 'Head Bobbing' control option to adjust bobbing intensity.
- Fixed stutter in arm movement when quickly starting/stopping movement.
- Fixed temporary floating in the air while jumping against the ceiling.
Dungeon
- Added an outside area for the Nordic dungeon with different start and weather conditions.
- Added roaming animals in the outside area, enhancing the game's environment with wildlife.
- Dungeons have been expanded, necessitating the use of your orientation equipment to maintain your bearings, as navigating them without it may lead to disorientation.
- Expanded the variety of traps and dungeon room variations.
- Fixed a rare case where the dungeon entry was positioned against a wall, preventing entry into the dungeon.
Encyclopedia
- Reworked the encyclopedia, making it larger to provide ample space for detailed information on each artifact.
- Artifacts will only be visible in the encyclopedia after you discovered them at least once.
- Added new artifacts from distinct historical periods, including an [spoiler]armlet in bronze from the Iron Age[/spoiler] and a [spoiler]Celtic cross of bronzegold from the Viking Age[/spoiler].
Equipment
- Added a guide flag as a tool for providing in-game guidance, which can be strategically placed throughout the world to help you find your way back home or navigate the game world effectively.
- Added a compass as an in-game equipment, providing players with a tool for orienting themselves, to navigating through the game world, and facilitating the process of finding their way back home by helping them establish their cardinal direction.
- Equipments will keep their onoff state if you switch them into the other hand or if you drop them from the player inventory.
Gameplay
- Added fall damage that scales with falling speed (You can still jump from one floor to another without taking damage).
- You can now open and close doors, drawers, and chests while in motion, eliminating the need to wait for them to be fully opened, closed, or unblocked by objects.
- These objects also interact physically correctly with all items; when you put something in the drawer, it moves with the drawer.
- Implemented an inventory system to enable item pickup, improved inventory management, introduced item stacking with the ability to split stacks, and enabled item dropping or precise item placement.
Graphics
- Added FOV adjustment.
- Added FPS limit setting.
- Added debris setting, allowing you to choose whether the debris should disappear, be physically deactivated after some time, or remain always active.
- Added Global Illumination, introducing a subtle effect for all light sources that extends beyond the directly illuminated object to also illuminate its surroundings. Note that this effect has a higher performance impact and is best suited for at least mid-range hardware.
- Added four different quality options for volumetric lighting. Note that 'High' and 'Ultra' settings are very demanding and require high-end PCs to run effectively.
- Added more anti-aliasing options, including FXAA, SMAA, and TAA.
- Added support for DLSS 2.2.11, available exclusively on Windows PCs with Nvidia RTX 20-series or higher.
- Optimized lighting and shadows to improve performance, with the most significant impact observed in your home library/gallery.
- Fixed shadow flickering.
Mythological Monster
- Introducing a new [spoiler]ice[/spoiler] variation for the [spoiler]Golem[/spoiler].
- Introducing a new mythological monster: [spoiler]the Troll[/spoiler] with a [spoiler]cave and ice[/spoiler] variation.
Save and Load
- Implemented an automatic save and load system that exclusively saves the game when the player comes or leaves home, and when the player quits the game. Saving during missions or elsewhere is not permitted.
User Interface
- Added a game over screen.
- Added the ability to customize the display of various interface elements, including the health bar, endurance bar, blood screen, equipment slots, and objectives list, including options to turn it off, set it to adaptive display, or keep it always visible. These options allow users to tailor their interface preferences to their liking.
Thank you for your continued support and feedback. Your input is invaluable, and future enhancements will be based on your valuable suggestions and preferences. Now, set out on your adventure!
While the game is still in long-term development you have the chance to download and play a free prototype on itch.io right now!
Please bare in mind that it is a very early version of the game and that it does not represent the final product. Nevertheless it should give you a hint about the graphical quality and game atmosphere.
Have fun!
Minimum Setup
- OS: Any Linux distribution with Vulkan API
- Processor: Intel Core i7-4770K or equivalentMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 1060. AMD Radeon R9 480 or equivalent
- Storage: 10 GB available space
Recommended Setup
- OS: Any Linux distribution with Vulkan API
- Processor: Intel Core i5-12400F or equivalentMemory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 2070. AMD Radeon RX 6600XT or equivalent
- Storage: 10 GB available space
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