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Hope everyone had a fun July 4th Weekend.
This update cycle was far more Mobile focused, but that doesn't mean you guys got left out.
Code Cleanup - More boring changes; Light Flickers are now a Float and cleaned up more Editor Warnings.
Added Extra Check for Controllers - This shouldn't impact you guys at all, it's meant to keep Mobile users from being able to use a Controller. If the game is in "Mobile Mode", it disables Controllers even if they're attached. Like I said, shouldn't impact you guys but if it does, let me know.
Crafting System Tweak - This is just to give it Parity with Smithing; Now when you create an Item, it won't reset your selections. This makes crafting multiple of the same object much easier.
Changed Level Up Awards - This will no longer appear when Health and Agility gain a level. It was WAY to annoying, even in my testing. So I pulled it. It now only appears for each Milestone of the other Skills.
Tutorial Tweaks - I shrunk the Map Borders so you can't get lost anymore. I also moved the Mine and Tree closer so it should be in view when you spawn in. I also moved Dummy because he was tired of watching the Ocean.
Shrunk the Town Square - It was too big. It was easy to get lost in it, even with the Path telling you where to go. So it's been shrunk down and lightly rearranged. This should make navigation much easier.
Stamina Changes - Stamina will no longer drain if you're walking with a full inventory. This was a really stupid idea, and I'm very happy it's gone. However, you Inventory Fullness does still impact your Speed and Regen Rate. But to help compensate for that, your Regen Rate is now dependent on your Agility Level instead of a set integer. Oh, and the Regen Rate when Walking has been lowered from 75% of Idle to 50% of Idle.
The Tavern - The Tavern is where you'll get your Quests from. These are fully implemented now, so you can earn Rewards for doing simple things like Mining Ore, Killing Enemies, and so on. I plan to add more quest types in the future, but I wanted to get the base system in, then see about adding new Quest Types (Looting, Exploring, Crafting, etc.) in future updates.
Fixed Tutorial Tree not Rendering Properly
Fixed Crash when viewing Skill Guide for a Max Level Skill
Fixed Player Not Being able to Leave the General Store
I really need to make a checklist for testing.
More Code Cleanup - More Editor error fixes, mostly around the Tutorial
Fixed Crash when Pausing during the Tutorial
Oh, it's been way too long since I've written one of these. Let's see how I do.
Field Guide Updates - Added a new entry for Movement, updated the Combat Controls page, and PlayerBar Info.
Code Cleanup - A bit of spring cleaning in the summer. Fixed several warnings inside the Editor, Sturdier Materials perk is now a Floored Float instead of Integer Division, Lantern Flicker is now a Float instead of an Integer.
Updated SFX System - A new Tile Based system, built on top of the idea that I used inside Boss Dungeons. But now, it's across the whole game. So you'll actually hear when you step onto the Path in the Town Square, or when you cross over from the Beach to the Grass in the Tutorial.
The Tutorial - The big new feature of this update. The Tutorial. It's quick, simple, but helps give you direction inside the game. It'll teach you about Mining and Smithing, Woodcutting and Crafting, and a very basic entry to Combat. It's designed to get you in and playing quickly, without overloading you with information.
Quests - The Tutorial is the only place that has Quests at the moment, but the system is now in place for the next update (v1.4), to bring the full feature to life. I have some big plans for Quests, and they were just too big to share it with the Tutorial.
Animated Warning Label - When building the Quest Alerts, I realized I could animate them. So I did, and I loved it. So now the Warning Label is animated too. It'll Expand when a message is appearing, and shrink when it's disappearing.
New Interaction Icon - Since the Tutorial also added Conversations (May get expanded in an update after the v1.5 update) I had to add a new icon for interaction in the PlayerBar. It's a simple little Chat Bubble, so it should be easily identified.
Fixed Bug with Mobs only spawning with Staffs
Walk/Sprint SFX Stop when Player Stops Moving
Walk/Sprint SFX Respect SFX setting
I wasn't able to partake in the Steam Summer Sale. My game wasn't released early enough, so I've had to sit this one out. That being said, I am planning my own little sale soon as a makeup for missing the Summer Sale. I'll post more about that once I get a better idea on the plan. So until then, apologies for missing out on this sale, but I'll try and make it up to everyone in the somewhat near future.
Quick updates with good features, that's what we like around here.
Arrow Keys for Motion - Not a fan of WASD? Well, now the Arrow Keys work for motion. They technically can be used WITH WASD, so have fun.
Removed ItemName Input from Crafting - Forgot to remove this when I pulled it from Smithing earlier. Now it's gone.
Field Guide Update - Updated the information to reflect the changes with the PlayerBar v2.0, updated the Potion Values to the correct amounts, and added several icons for better visualization.
Updated Character Sheet - New Dynamic Icon for Kills. It'll either be a blank icon (Like Dungeon Keys), or your equipped weapon.
Priority Potion Bench - You can now select the top 2 potions inside the potion pouch.
Note Bench Uses Titles Instead of Numbers - Titles are better than numbers, aren't they? So Notes are now Titled, instead of numbered.
Fixed Crash when Equipping Weapon after pressing Spell Button that doesn't exist
Fixed Crash when entering Bed in Player Home
I can't believe it finally happened. WE'RE LIVE ON STEAM! This is a dream come true, honestly.
Normally theses spaces will be used to talk about the changes between previous versions, but since this is the first release of this game on this platform, there's no changes. So instead, I'm going to talk a little about me and the game.
I'm DrinkingPants74, and I'm the sole developer of Dungeon Dwellers. This has been an idea brewing in my head since I was 16 (I'm 25 now, so that was 9 years ago), and I started working on the first version of this game 3 years ago. The first attempt was a great learning experience, but it was also really bad. So I scrapped that project and got to work on this one instead; A 2D Isometric, Open World, Dungeon Crawler, RPG.
To get to this point, actually having a game released on Steam, was not as easy as I thought it would be. Honestly, building the game was easier than getting it published. But hey! It's out now! Let's forget about the past and talk about the future.
The future is exciting. There are plenty of new features I plan to add. In fact, I've already added some. The game didn't release on Steam as Version 1.0. It's Version 1.1 actually. I've already changed some big systems, fixed some bugs, and paved the way for even more features.
This is a quick blurb to reinforce what's already on the bottom of the store page:
There will NEVER, EVER, be Paid DLC or Microtransactions in this game.
Every future update, will be added to the base game for FREE. So once you buy the game, you own it and every update that comes with it.
To everyone who's bought the game, or even just followed along during it's development, I want to say thank you. It's a scary thing releasing a game, so to have at least some people downloading, playing and reading the other Development Logs (Dev Logs), is a huge confidence boost.
Have true mobility with 8 Directions of Movement.
With 30 Customization options, and 6 different stories to uncover, there's a Dungeoneer for everyone.
Level up 10 unique skills, allowing you to choose how the game is played.
Enjoy a fully Bespoke Crafting System, hand crafted to be as simple or advanced as you decide to make it.
With 216+ Unique crafting combinations for each piece of Armour and Weapon, you can become the master of death and destruction.
Kiil Enemies, Loot Chests, and Survive. Sounds simple, until a Skeleton is hurling a Fireball at you. Fight to survive, or just to escape, with Real-Time 2D Combat.
Each Dungeon Level is Randomly Generated. That means no two levels are the same, and neither are your runs.
Test your might and skill against 6 Bosses, with unique and custom gear. Defeating a Boss Dungeon earns you their gear, and Perk Points.
Designed to give you the edge, equip up to four perks to truly become what all Skeletons fear.
Enjoy FREE content updates to this game. No paid DLC, no Microtransactions, EVER.
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