Update v1.08 - Fireflies Fix Howdy folks! Turns out the fireflies are charming little critters that when angry will destroy the world. Turns out that the hang on launch some players are experiencing is due to the fireflies on the splash screen speeding up to extremely high levels of velocity and zipping off into infinity. Thanks to help from the community this has been fixed! Additionally some comfort options have been added for folks who experience motion sickness. TL;DR The hang on launch some folks have been getting has been fixed. Features:
- Option for always show crosshair
- Make player hand lag optional
- Adding Discord button to main menu
- Adding a status effect that can speed up or slow down time for the world or for the player or both
- Adding spell support to guns
- Making when a monster flees configurable
- Delay for breakables
- Updating inkle to v1.0.0
- Adding an ambush flag for monsters
- Bug fix for critters moving too far away from their start positions
- Adjusting pause menu layout + fixing incorrect string table usage
- Some levels crash the editor
- Doors not updating mesh orientation in editor when turning right
- Mods button on main menu now translatable
- Fixing resizing of properties panel
- Bumping year on splash screen
[ 2021-10-22 18:36:58 CET ] [ Original post ]
Update v1.07 - Keybinds Hotfix Hey folks! Turns out the last update broke the loading of custom keybinds for many players. This hotfix corrects that. A big thanks to all the players who let us know this was broken and to our community members who helped test the fix. TLDR Q. Does this have any gameplay changes? A. Nope. It only addresses the keybinding issue. Bugfixes:
- Saved keybinds correctly load on launch of game.
[ 2021-02-10 17:04:41 CET ] [ Original post ]
Hey everyone! We have a fresh batch of bug fixes and new engine features. A big thank you to our community engine contributors, players, testers, and modders!
TLDR
Q. Does this have any gameplay changes? A. Yes! Monsters now properly navigate the level. Arrows no longer go right through monsters. And bombs now have a chance to be lit when they drop.
Bugfixes
- Monsters pathing has been fixed and they will more intelligently navigate the level.
- Bombs have chance to spawn lit. There was a bug that prevented this from happening.
- Fix arrows passing through enemies when enemies are close to a wall.
- Broken shaders will now show as magenta.
- Cleaned up JSON of data files.
- Fix npc/group entities not showing correctly in levels generated in editor.
- Adding missing translation strings.
- Fixing sprite scales when using scaled atlases.
- Attached entities show correctly in editor.
- Fixed cases where monsters with custom projectiles could shoot themselves.
- Fix for not being able to select water surfaces in the editor.
- Editor defaults to `.bin` extension when saving.
- Editor hides selection outline when out-of-bounds.
- Emissive shader emission driven correctly by alpha channel.
- Pasting in editor places entity on floor.
- Editor right click menu will close when it loses focus.
- Fixed animated vertex shader for Mac.
- Fixed crash when no texture atlas can be loaded.
Modding Changes
- Editor can now generate levels from custom mod levels.
- Items can be marked as pickup items and will behave like traditional FPS pickups.
- Editor live reload now watches subdirectories.
- Made halo configurable for MagicMissileProjectile.
- Added an animation action that can spawn projectiles.
- Put monsters in the right-click Entities menu for placement and visualization.
- Editor supports copy + paste of plain text JSON.
- Tile elevators.
- Breakable entities can now be marked as pushable.
- Physics force area entity.
- Text entity re-written to support unicode.
- Text entities can be triggered.
- Entites are now rotated with ctrl + left/right arrow key.
- Editor load legacy map formats are now behind a toggle.
- Editor camera can now be panned with shift + right click.
[ 2021-01-11 17:46:13 CET ] [ Original post ]
Hey everyone! The Delver release was pretty tiring, but I think we've finally... TWO YEARS?! It's been two years since release? Geez. During that time we released the Delver Engine as open source software (OSS) under the zlib license and have been working on fixes, performance improvements, and even new features. This release updates Delver to use the latest version of the open source Delver Engine.
TLDR
Q. Does this have gameplay changes? A. No. This update doesn't change Delver gameplay. Q. What if I don't like change? What if I want to stay on v1.04 forever? A. No worries, we got you. The public beta branch v1.04 is just for you.
Bugfixes
- Improved mesh picking in editor.
- Prevent player from repeatedly bouncing on spikes.
- Fixed bug where dropped items would spin forever.
- Fixed how hitscan guns select their targets.
- Fix for platform discrepancies for setting cursor position in editor.
- Dynamic lights in editor now respect whether lighting is enabled or not.
- Fixing broken hotkeys after Ctrl+N to create a new level.
- Don't show Mac editor shortcuts on non-Mac environments.
- Fixed skybox placeholder texture showing for some levels.
- Fixing some cases of static meshes not updating in the editor.
- Fix flatten tiles and control points not refreshing.
- Fixed simulation toggle camera.
- Don't show upper walls for skyboxes in editor.
- Fix incorrect X-axis movement in editor.
- Don't make a dynamic light for the player if their torch color is black.
- Fix for attack animations not resetting when done.
- Fixed word wrap problem in tooltips.
- Fix for static meshes not drawing sometimes.
- Fix for the character and inventory screen buttons disappearing when interacted with.
- Fixed position bug for teleport.
- Adjusted the padding of UI elements to make sure they fit within the window when not in full-screen mode.
- Fix for fire causing a crash if a particle emitter can't be spawned.
- Fixing monster spawner check offset when looking for room to spawn.
Modding Changes
- Basic Inkle Ink scripting language integration.
- Textures can now be emissive. (Driven through alpha channel).
- Added LevelSwapTrigger. Dynamically replace level geometry with triggers.
- Added Elevator trigger. Dynamically raise and lower level geometry with triggers.
- Player eye height and head bob are now properties on the player now ("eyeHeight", "headBobSpeed", and "headBobHeight" properties).
- Wall textures can spread over multiple tiles. ("scale" property).
- Texture atlases can use a different height scale now. ("rowScale" property).
- Improved lighting for outdoor areas at higher graphics detail levels.
- Upgraded to the latest version of libGdx.
- Texture atlases can specify a shader by name now.
- Support for working with larger levels in editor.
- Added a live reload feature. Changes to assets will be detected and refreshed.
- Support for hierarchical categories. No more crazy long right click menu. Use slashes for categories. ("Example/my/prefab")
- You can scrub float values by their label.
- Editor will prompt to save the level when dirty.
- Added flood fill feature for painting tiles.
- Lights in groups and prefabs preview correctly.
- Editor camera can focus on current selection (press spacebar).
- Editor camera can orbit around selection (ctrl + alt + drag right mouse).
- Support for copy and paste between multiple editor windows.
- UI has been reordered to a more standard layout.
- Added a Gizmo system for drawing relevant info about entities.
- File menu tracks recently opened files.
- Delete key now actually deletes.
- Fixes to surface painter.
- Added shortcuts for move tiles up and down. (shift + Q and E).
- Added shortcuts for moving selected tiles / entities (arrow keys with an active selection).
- Correctly update lights when a light is deleted.
- Add change texture option to right-click menu.
- Escape button closes right-click menu.
- Update camera controls to first person fly through.
- Display Engine version on main menu screen.
[ 2020-09-18 16:55:41 CET ] [ Original post ]
Hey everyone! I've been working on supporting the mod community lately so this update mainly includes bugfixes, performance optimizations, and opening up new features to modding. There are some people working on crazy awesome mods and I'd like to support them as much as I can, hence a lot of these changes which were based on community suggestions. Watch the workshop, because some neat stuff will be coming soon! (There's even a jumping mod out there lately!) Gameplay Changes:
- Added a levitate scroll.
- Cursed items no longer sell for negative gold.
- Fixed cases where the game could crash on level load.
- Clearing more memory on level transitions.
- Fixed strange flickering artifacts on edges of fire / dust.
- More assets are loaded as needed now, instead of up-front.
- Game starts at a bit lower resolution in windowed mode.
- Jumping works at high framerates now.
- Put a max cap on the number of particles.
- Editor is easier on memory useage now.
- Mods overlay is scrollable now.
- Support for directional sprites.
- Particles can use blending.
- Editor has per-pixel picking support.
- Prefabs in the editor no longer draw their attachments way off in space!
- Holding Tab in the editor makes picking ignore entities.
- The game data file properties are merged with other mods now.
- Support for walking critters that can be squished
- New trigger types for scripting - Damage, Look, Item checks, and Deleters.
- Main triggers support failure branching now.
- Notes can have custom backgrounds and text color.
- Messages, including Notes, can display images.
- Wands can have infinite charges now.
- Warp triggers can set music now.
[ 2018-03-30 04:30:57 CET ] [ Original post ]
Hey everyone! I've been working on supporting the mod community lately so this update mainly includes bugfixes, performance optimizations, and opening up new features to modding. There are some people working on crazy awesome mods and I'd like to support them as much as I can, hence a lot of these changes which were based on community suggestions. Watch the workshop, because some neat stuff will be coming soon! (There's even a jumping mod out there lately!) Gameplay Changes:
- Added a levitate scroll.
- Cursed items no longer sell for negative gold.
- Fixed cases where the game could crash on level load.
- Clearing more memory on level transitions.
- Fixed strange flickering artifacts on edges of fire / dust.
- More assets are loaded as needed now, instead of up-front.
- Game starts at a bit lower resolution in windowed mode.
- Jumping works at high framerates now.
- Put a max cap on the number of particles.
- Editor is easier on memory useage now.
- Mods overlay is scrollable now.
- Support for directional sprites.
- Particles can use blending.
- Editor has per-pixel picking support.
- Prefabs in the editor no longer draw their attachments way off in space!
- Holding Tab in the editor makes picking ignore entities.
- The game data file properties are merged with other mods now.
- Support for walking critters that can be squished
- New trigger types for scripting - Damage, Look, Item checks, and Deleters.
- Main triggers support failure branching now.
- Notes can have custom backgrounds and text color.
- Messages, including Notes, can display images.
- Wands can have infinite charges now.
- Warp triggers can set music now.
[ 2018-03-30 04:30:57 CET ] [ Original post ]
It's Delver update time again! Since last time we've completely rewritten our monster pathfinding system to make them smarter, and we've been getting a TON of good feedback from modders on what would be useful for them so there has been work on opening up more of the game to customization. The new monster pathfinding system is super exciting, monsters will be more able to chase the player in areas like the sewers and ruins with small objects that need to be navigated around, and they've also learned how to navigate bridges and beams as well opening up more support in terms of levels that can be designed. We've also been watching the support and bugfix threads, there are bugfixes aimed at issues we've been seeing in them as well. Thanks for pointing out the bugs that you see! And now, onto the changes: Changes
- Brand new pathfinding system, monsters should be much smarter about getting to the player especially in places like the Sewers.
- Monsters that fall in pits no longer leave corpses or spawn loot.
- Mod file loading errors are written to the errorlog.txt file now.
- Monsters can use spells and projectiles now
- Conditional triggers can be used for counting in a new 'Increment when Triggered' mode
- Food items have more exposed properties to modders now
- Adjusted some scroll costs
- Tweaks in the Lost City area to blend better with the caves and sewers
- Something secret for bunnies and modders
- Fixed a generation bug in the sewers where bars in water could trap players behind them
- Fixed some strange glowing areas near pits in the caves
- The Forgotten no longer has a chance to dissapear again when thrown
- Fixed how secret areas are tracked for an achievement
- Fixed some cases where monsters and items wouldn't cause a splash when falling in water
- Reduced player splash volume
- Weapons honor the yOffset property now
- Fixes for a rare level loading crash
- Player footsteps will play when walking on bridges now
- Some more performance tweaking related to memory usage
- Spawned item spawners will spawn items now
[ 2018-03-09 02:50:09 CET ] [ Original post ]
It's Delver update time again! Since last time we've completely rewritten our monster pathfinding system to make them smarter, and we've been getting a TON of good feedback from modders on what would be useful for them so there has been work on opening up more of the game to customization. The new monster pathfinding system is super exciting, monsters will be more able to chase the player in areas like the sewers and ruins with small objects that need to be navigated around, and they've also learned how to navigate bridges and beams as well opening up more support in terms of levels that can be designed. We've also been watching the support and bugfix threads, there are bugfixes aimed at issues we've been seeing in them as well. Thanks for pointing out the bugs that you see! And now, onto the changes: Changes
- Brand new pathfinding system, monsters should be much smarter about getting to the player especially in places like the Sewers.
- Monsters that fall in pits no longer leave corpses or spawn loot.
- Mod file loading errors are written to the errorlog.txt file now.
- Monsters can use spells and projectiles now
- Conditional triggers can be used for counting in a new 'Increment when Triggered' mode
- Food items have more exposed properties to modders now
- Adjusted some scroll costs
- Tweaks in the Lost City area to blend better with the caves and sewers
- Something secret for bunnies and modders
- Fixed a generation bug in the sewers where bars in water could trap players behind them
- Fixed some strange glowing areas near pits in the caves
- The Forgotten no longer has a chance to dissapear again when thrown
- Fixed how secret areas are tracked for an achievement
- Fixed some cases where monsters and items wouldn't cause a splash when falling in water
- Reduced player splash volume
- Weapons honor the yOffset property now
- Fixes for a rare level loading crash
- Player footsteps will play when walking on bridges now
- Some more performance tweaking related to memory usage
- Spawned item spawners will spawn items now
[ 2018-03-09 02:50:09 CET ] [ Original post ]
Hey Delvers! We just pushed a new bugfix update based on feedback we've been getting from our awesome community. This update is mostly focused on fixing bugs, but there are also some extra changes aimed at balancing the endgame, and making the game easier to mod. For speedrunners: playtime is now a tracked stat that will display both at a savegame and run level to make tracking easier. We can't wait to see your crazy runs! For modders: you can now give shaders custom textures and levels can now easily override their textures via a new `textureAtlasOverrides` list. Drop by the Unofficial Delver Discord for more information! Give this update a shot, and as always let us know what you think of these changes. Bug Fixes
- Fixed a savegame loading issue that could occur after picking up the Orb.
- Collision tweaks for arrows to fix cases where fast moving arrows wouldn't connect sometimes.
- Fixed some cases where player HP could drop when healing if they had health buff items equipped.
- Fixed cases where entities like Monsters could spawn inside other entities.
- Fixed monster stacks spawning in the Temple (even though it was cool!)
- Items no longer play weird item drop sounds when on fire.
- Fixed not being able to rotate projected decals in the editor.
- Added more text to the translatable strings.dat file.
- Monsters can now properly apply Vampyric and Paralyzing damage.
- Achievements can no longer unlock in debug mode.
- The lich has a chance to spawn and harass you during the chase sequence.
- Playtime is now a tracked stat, both at the run and save levels, to make speedrunning easier.
- Added a 'Dark' filter.
- Shaders, including filters, can now use custom textures.
- All potions now can apply their status effects when exploded.
- Levels can now use alternate texture themes.
- Jeff bought a new shirt.
[ 2018-02-18 05:33:54 CET ] [ Original post ]
Hey Delvers! We just pushed a new bugfix update based on feedback we've been getting from our awesome community. This update is mostly focused on fixing bugs, but there are also some extra changes aimed at balancing the endgame, and making the game easier to mod. For speedrunners: playtime is now a tracked stat that will display both at a savegame and run level to make tracking easier. We can't wait to see your crazy runs! For modders: you can now give shaders custom textures and levels can now easily override their textures via a new `textureAtlasOverrides` list. Drop by the Unofficial Delver Discord for more information! Give this update a shot, and as always let us know what you think of these changes. Bug Fixes
- Fixed a savegame loading issue that could occur after picking up the Orb.
- Collision tweaks for arrows to fix cases where fast moving arrows wouldn't connect sometimes.
- Fixed some cases where player HP could drop when healing if they had health buff items equipped.
- Fixed cases where entities like Monsters could spawn inside other entities.
- Fixed monster stacks spawning in the Temple (even though it was cool!)
- Items no longer play weird item drop sounds when on fire.
- Fixed not being able to rotate projected decals in the editor.
- Added more text to the translatable strings.dat file.
- Monsters can now properly apply Vampyric and Paralyzing damage.
- Achievements can no longer unlock in debug mode.
- The lich has a chance to spawn and harass you during the chase sequence.
- Playtime is now a tracked stat, both at the run and save levels, to make speedrunning easier.
- Added a 'Dark' filter.
- Shaders, including filters, can now use custom textures.
- All potions now can apply their status effects when exploded.
- Levels can now use alternate texture themes.
- Jeff bought a new shirt.
[ 2018-02-18 05:33:54 CET ] [ Original post ]
Hey everyone! We're really excited with how the 1.0 update of Delver is being received, and we hope that you're having fun exploring the revamped dungeons. We've been listening to your feedback since the update went out, and this small bugfix update is meant to address some of the issues we've been seeing. Bug Fixes
- Putting a cap on the game physics tick rate to fix some issues like ladder climbing that fall apart at super high rates.
- Fixed slow memory leak in held item rendering - this could cause a crash after a while.
- Sewer levels no longer generate random floating entities.
- The Pit saves properly now, can no longer run it repeatedly.
- Fixed button models not animating in the right direction sometimes.
- Wand damage is increased now by the magic stat.
- Fixed rendering issue for dust particles with FXAA enabled.
- Main menu scaling revamped.
- Fix for custom texture related crash that could happen when a save is played after a mod is unloaded.
- Difficulty balances to weigh more towards the dungeon level than player level.
- Tweaks to rate of weapon and armor that spawns at higher levels.
- Tweaking bomb spawn rates down a bit.
[ 2018-02-07 04:43:41 CET ] [ Original post ]
Hey everyone! We're really excited with how the 1.0 update of Delver is being received, and we hope that you're having fun exploring the revamped dungeons. We've been listening to your feedback since the update went out, and this small bugfix update is meant to address some of the issues we've been seeing. Bug Fixes
- Putting a cap on the game physics tick rate to fix some issues like ladder climbing that fall apart at super high rates.
- Fixed slow memory leak in held item rendering - this could cause a crash after a while.
- Sewer levels no longer generate random floating entities.
- The Pit saves properly now, can no longer run it repeatedly.
- Fixed button models not animating in the right direction sometimes.
- Wand damage is increased now by the magic stat.
- Fixed rendering issue for dust particles with FXAA enabled.
- Main menu scaling revamped.
- Fix for custom texture related crash that could happen when a save is played after a mod is unloaded.
- Difficulty balances to weigh more towards the dungeon level than player level.
- Tweaks to rate of weapon and armor that spawns at higher levels.
- Tweaking bomb spawn rates down a bit.
[ 2018-02-07 04:43:41 CET ] [ Original post ]
Hey Delvers! I'm very excited to announce that the 1.0 update is now available for everyone, and that Delver has officially left Early Access! We're very proud of the game that we've made and very thankful for those that helped make it a reality with your early support and great feedback. Thank you so much for everyone that has played the game or are playing it for the first time, the most exciting thing about making Delver for us has been sharing it with everyone. Since the last update we've added a ton of stuff, most of which we'll leave for you to find. We've also fixed more bugs than we can count, and managed to sneak in some more fun features like post processing - because why not?
[ 2018-02-02 03:42:52 CET ] [ Original post ]
Hey Delvers! I'm very excited to announce that the 1.0 update is now available for everyone, and that Delver has officially left Early Access! We're very proud of the game that we've made and very thankful for those that helped make it a reality with your early support and great feedback. Thank you so much for everyone that has played the game or are playing it for the first time, the most exciting thing about making Delver for us has been sharing it with everyone. Since the last update we've added a ton of stuff, most of which we'll leave for you to find. We've also fixed more bugs than we can count, and managed to sneak in some more fun features like post processing - because why not?
[ 2018-02-02 03:42:52 CET ] [ Original post ]
Hey all! I just wanted to let everyone here know that the 1.0 update for Delver is going to drop soon, just days away on February 1st. This has been a long time coming, and we're really excited to get this in your hands. We've managed to fit a ton of fun stuff into it that we've wanted to add for a long time, including some much asked for quality of life improvements. We're really proud of the game that we've created, a game that you've all been a part of in supporting us through our time in early access. We quite literally wouldn't have been able to do it without you all. In preparation for the release the price for Delver will be going up soon - up to $14.99. Grab it now if you haven't already if you want in at the lower price!
[ 2018-01-29 04:55:01 CET ] [ Original post ]
Hey all! I just wanted to let everyone here know that the 1.0 update for Delver is going to drop soon, just days away on February 1st. This has been a long time coming, and we're really excited to get this in your hands. We've managed to fit a ton of fun stuff into it that we've wanted to add for a long time, including some much asked for quality of life improvements. We're really proud of the game that we've created, a game that you've all been a part of in supporting us through our time in early access. We quite literally wouldn't have been able to do it without you all. In preparation for the release the price for Delver will be going up soon - up to $14.99. Grab it now if you haven't already if you want in at the lower price!
[ 2018-01-29 04:55:01 CET ] [ Original post ]
Good news everyone! Joshua and I have been working hard lately on adding Steam Workshop support to Delver, a feature that we have been looking forward to having for a long time. This is an important feature, as our awesome community can now easily share their additions to Delver and help make the game bigger and better or even help translate the game for their language.
Along with this update, we're opening up our Steam Workshop to everyone. We've already added some example mods ourselves (with source code available, if you want to see how we made them!) alongside some mods from our community members that are all available to play right now. Go check it out!
To play a mod, just subscribe to it via our Workshop page. Steam will then download the mod for you, and the next time you open up Delver it will add it into the game.
Some Mods to try
Guns for Delver by Joshua
Weapon Expansion Pack by Lobo
Grey Wizard Character Pack by Joshua
Boarding Party (sci-fi total conversion) by Cuddigan
Language Packs
Joshua has also been working hard on making sure Delver can be localized for different languages, and a few awesome community members have made translation mods that are available right now as well!
German Translation by BlueStone
Spanish Language Pack by Lobo
Delver en français by louiscarl
Thanks to everyone that helped make a mod or translate the game into a new language! We're super excited to see what the community adds to Delver, because we have been blown away by what we've seen already.
Changes
- Game is now localizable into different languages
- Mod loading from Steam Workshop
- Mod uploader added to DelvEdit
- Game folds more mod resources together properly
- Added gun support
- New light halos on high graphics
- Characters have shadows now!
- Level lighting process is much faster now
- Better outdoor level generation support
- Shopkeepers have more dialogue now
- And more!
[ 2017-04-04 20:34:50 CET ] [ Original post ]
Good news everyone! Joshua and I have been working hard lately on adding Steam Workshop support to Delver, a feature that we have been looking forward to having for a long time. This is an important feature, as our awesome community can now easily share their additions to Delver and help make the game bigger and better or even help translate the game for their language.
Along with this update, we're opening up our Steam Workshop to everyone. We've already added some example mods ourselves (with source code available, if you want to see how we made them!) alongside some mods from our community members that are all available to play right now. Go check it out!
To play a mod, just subscribe to it via our Workshop page. Steam will then download the mod for you, and the next time you open up Delver it will add it into the game.
Some Mods to try
Guns for Delver by Joshua
Weapon Expansion Pack by Lobo
Grey Wizard Character Pack by Joshua
Boarding Party (sci-fi total conversion) by Cuddigan
Language Packs
Joshua has also been working hard on making sure Delver can be localized for different languages, and a few awesome community members have made translation mods that are available right now as well!
German Translation by BlueStone
Spanish Language Pack by Lobo
Delver en franais by louiscarl
Thanks to everyone that helped make a mod or translate the game into a new language! We're super excited to see what the community adds to Delver, because we have been blown away by what we've seen already.
Changes
- Game is now localizable into different languages
- Mod loading from Steam Workshop
- Mod uploader added to DelvEdit
- Game folds more mod resources together properly
- Added gun support
- New light halos on high graphics
- Characters have shadows now!
- Level lighting process is much faster now
- Better outdoor level generation support
- Shopkeepers have more dialogue now
- And more!
[ 2017-04-04 20:34:50 CET ] [ Original post ]
Sup Delverers. The weather is getting colder, and I'm drinking eggnog which can only mean one thing: it's Delver Update Time. We have been busy with all kinds of fun additions lately, mainly focusing on upping our ranged attack game. Wands have been given some love to differentiate them all, and archers get a whole new revamped arrow physics system that is super accurate, and a whole toolbox of new bows to find.
There's some other fun stuff in there as well, including a boatload of new weapon and armor enchantments, a durability system, and some hidden stuff. Consider it our holiday gift to you, our favorite fans.
Changes
- New arrow physics system - arrows stick in and can be recovered from walls
- Arrows shot into mobs have a chance of being dropped on death
- Arrows have a chance of breaking on hit
- Bows can be enchanted, damage enchantments follow through with the arrow
- A whole heap of new bows, differentiated by range. damage, and speed
- Magic missile wand now lets loose a volley of rapid missile attacks
- Weapon and armor quality decreases over time when used
- Fire missile wand now causes a huge explosion on hit - be careful!
- New paralyze wand to stop foes in their tracks
- Magic weapons have a chance of being unidentified
- Added identify scrolls
- Added 'Enchant Armor' and 'Enchant Weapon' scrolls
- Items can have both a suffix and prefix enchantments now
- Loot drops are weighted a tad now based on player stats
- Magic missiles can be knocked back with a melee attack
- Graphical updates for the Ice and Storm wands
- Start area gained a happy little waterfall
- New particle effects - things kick up dust now
- Status effect animations for poison / being on fire / being paralyzed
- Start of a fire system, that can spread fire to other entities
- Torch animation updates
- UI improvements for the Save Selection and Shop screens
- Bug fix - level change screens should show the correct floor names always
- Bug fix - pressure plate traps have returned!
- Bug fix - mobs no longer climb up onto eachother / the player
- Bug fix - fixed decal drawing, doubled number of decals that can appear
- Bug fix - gamepad honors 'invert look' value
- Tweak - mace knockback values balanced
- Tweak - crosshair is always shown when holding a ranged weapon now
[ 2016-12-24 19:12:11 CET ] [ Original post ]
Sup Delverers. The weather is getting colder, and I'm drinking eggnog which can only mean one thing: it's Delver Update Time. We have been busy with all kinds of fun additions lately, mainly focusing on upping our ranged attack game. Wands have been given some love to differentiate them all, and archers get a whole new revamped arrow physics system that is super accurate, and a whole toolbox of new bows to find.
There's some other fun stuff in there as well, including a boatload of new weapon and armor enchantments, a durability system, and some hidden stuff. Consider it our holiday gift to you, our favorite fans.
Changes
- New arrow physics system - arrows stick in and can be recovered from walls
- Arrows shot into mobs have a chance of being dropped on death
- Arrows have a chance of breaking on hit
- Bows can be enchanted, damage enchantments follow through with the arrow
- A whole heap of new bows, differentiated by range. damage, and speed
- Magic missile wand now lets loose a volley of rapid missile attacks
- Weapon and armor quality decreases over time when used
- Fire missile wand now causes a huge explosion on hit - be careful!
- New paralyze wand to stop foes in their tracks
- Magic weapons have a chance of being unidentified
- Added identify scrolls
- Added 'Enchant Armor' and 'Enchant Weapon' scrolls
- Items can have both a suffix and prefix enchantments now
- Loot drops are weighted a tad now based on player stats
- Magic missiles can be knocked back with a melee attack
- Graphical updates for the Ice and Storm wands
- Start area gained a happy little waterfall
- New particle effects - things kick up dust now
- Status effect animations for poison / being on fire / being paralyzed
- Start of a fire system, that can spread fire to other entities
- Torch animation updates
- UI improvements for the Save Selection and Shop screens
- Bug fix - level change screens should show the correct floor names always
- Bug fix - pressure plate traps have returned!
- Bug fix - mobs no longer climb up onto eachother / the player
- Bug fix - fixed decal drawing, doubled number of decals that can appear
- Bug fix - gamepad honors 'invert look' value
- Tweak - mace knockback values balanced
- Tweak - crosshair is always shown when holding a ranged weapon now
[ 2016-12-24 19:10:06 CET ] [ Original post ]
Welcome to another Delver update! We're back after a hiatus (more on that below) with one of our biggest updates. This time we've added a new dungeon section, the Temple, that expands the game with two new dungeon floors full of undead horrors and nasty traps. If you survive that, you might find even more changes...
Along with that, we've also worked on making Delver even better with improved water effects, a bunch of bug fixes, a new randomized trap system, a totally revamped death screen, and potion grenades. Did we mention potion grenades?
Changes
- New dungeon area, the Temple!
- Boss area update
- Mouse wheel can be used to switch between hotbar items
- Better win / death screens.
- Potions can now be thrown when held
- Added water trim effects
- Fixed more cases where the player can get stuck while teleporting
- Juiced up magic particle effects
- Removed last vestiges of the cursor mode
- New splash particle effect
- Spikes are now 100% more metal
- Crusher traps to turn players into paste
- Collapsing floors
- Tweak to improve clipping plane issue with high FOVs
- Probably other stuff we've forgotten
This update is dedicated to Malcolm Laurence Skelton, the first child of our resident artist Joshua Skelton and his wife Melissa. Look at that little guy!
[ 2016-09-12 03:31:54 CET ] [ Original post ]
In our efforts to make a polish pass for every single area of the game on our march towards release, we've gone back and made some big overhauls to the sewer floors, possibly the weakest part of the game in the past. Now after our overhaul it's home to some of the most interesting level design and architecture in the game, we hope you enjoy it!
In addition to that we've spent some time polishing up some menus, fixing some bugs, and then adding some extra stuff just for fun...
Change log
- Revamped sewer area!
- New sewer procedural room generator!
- Updated main menu
- Game now tracks number of wins / deaths
- Added a fancy death animation for the player
- Ice wands are a bit more useful now...
- Ladders!
- Bugfix - dungeon room generator should no longer attach hallways to windows
[ 2015-09-20 23:06:47 CET ] [ Original post ]
It's Delver update time again, and this one is a good tease for things yet to come. You might find a few new places on your way to find the Orb, and the caverns are starting to shift and change as we expand our random level generation from the last update to them as well. To finish things off, there's also the inclusion of some new music from our friend Derris-Kharlan to accompany you on your way back to the surface, if you happen to survive long enough to enjoy it. He's done more great work, and we're super proud to have it in game! Features
- Fully procedurally generated cave rooms.
- Dungeon generator knows how to make ramps now.
- Updated dungeon generator with some more placeable prefabs.
- New chase music tracks.
- Transitional shop area added between the dungeon and cave areas.
- Strange, it's starting to get cold down there...
[ 2015-06-20 22:26:04 CET ] [ Original post ]
It's time for another Delver update, and this is a fun one! Our dungeon generation so far has worked by piecing together hand built level chunks, which has gotten us a long way and let us make spaces that are fun to explore. That also means that you may see the same areas repeat themselves between playthroughs which can be not so fun over time. This update includes our work making a full procedural dungeon generator. This system lets the game create rooms from scratch when you play instead of relying on us to hand build everything. This means we can let the game make spaces to explore, but still let us mix in our hand built pieces to make really unique places - the best of both worlds! We built the rules to create these new dungeon rooms, but what comes out of the other side can still be truly exciting. Take some screenshots when you see an interesting place, because you may be the only person to ever see it :D To finish things off, we've been working with the super talented Derris-Kharlan to add more tunes to the dungeon. We think they're great, and he's been a pleasure to work with so far. Check out more of his stuff on Soundcloud. Features
- New dungeon room generator used in dungeon floors 1 & 2 to start with
- Some new music, and random track picker system
- More stuff, for you to find on your own
- Shooting a wand on a moving platform no longer teleports you to the floor below
[ 2015-04-26 03:07:14 CET ] [ Original post ]
After a long, but hopefully worthwhile, absence while we were digging around in the guts of Delver, we're back with some great new stuff under the hood to make modding more of a primary engine feature and includes a revamp of the level editor to make it much easier to use.
I mean, look how pretty the editor is now:
Mod Merging!
My favorite new feature in this update is the mod merging support, which replaces the old way of only being able to ship one new version of a data file around. In this new system we can load many mods at the same time and have all of their new content pulled into the game. This will let mod makers share new monsters, level pieces, and texture packs and have them seamlessly blend with other content of the same kind from other mods in the style of how games like Skyrim do modding. I'm really excited to see how this feature can be used to add tons of new content into Delver, all from different authors working on different things. If anyone wants more information on this system, check out the pinned discussion forum post in the Modding subforum for Delver.
Features!
- Many mods active at the same time.
- Revamped level editor!
- Spike traps, and spike pits.
- New puzzle dungeon tiles.
- Flies have found the dungeon a good place to hang out.
[ 2015-03-20 16:54:22 CET ] [ Original post ]
A small bugfix update just went live, it fixes issues with arrows not always hitting mobs when shot from a bow. As a fun addition, via popular demand here on the forums, it also adds a new Field of View slider to the Options menu. Thanks for letting us know about these issues!
[ 2014-10-05 18:16:57 CET ] [ Original post ]
The September update of Delver is here, just in the nick of time. This is a fun update for us, since we had the chance to work with the awesome character artist Hunter Russel to redo all of our monster animations and the results shine. We also updated to the latest version of the libGdx engine, fixed some collision issues that were causing people to get stuck in the mines, and got in some decent performance fixes that should stop the hitching some people have been experiencing. There's also a super fancy new menu background, to replace the boring image that was there before. Features
- Redid ALL monster animations
- Monsters leave corpses now
- Some new NPC animations
- Bats have a lunge attack now
- The druid and worm monsters have jumping attacks
- Mages now have a windup before their magic attacks to give themselves away
- Fancy in engine menu background
- Player starts with some gold now, instead of 0
- Player and mobs can no longer stand on eachother
- Overlay text is now smaller by default
- Redid the stepping up physics code, should no longer get stuck in small spaces or step up onto columns
- Showing a win message instead of 'Dead' after finishing the game on the main menu now
- Fixed dragging and dropping items from the inventory not throwing them as expected always
[ 2014-10-01 00:17:37 CET ] [ Original post ]
This bugfix update has the latest version of the editor, with the following changes:
- Full support for custom spritesheets, sprite entities can now pick any sheet defined in the data/spritesheets.dat file.
- Can now open some dungeon tiles from Update 6 that couldn't be opened previously
[ 2014-08-27 16:16:26 CET ] [ Original post ]
The latest update made the dungeons quite a bit darker for most people, this latest bugfix update is to bring the light levels back up to where they were before.
[ 2014-08-18 16:03:40 CET ] [ Original post ]
We've been busy here at the Delver HQ putting together this new update, and I'm happy to announce that it's available right now! The main focus for this update was to start making use of the offhand item slot and to that end we've added shields, held light sources, and added support in for two handed items. Alongside that work, Joshua started on adding clutter items to fill out the dungeons more and to make things look more lived in. On the dungeon generator side, there is a new unique dungeon area feature that keeps track of what dungeon chunks have been spawned during a run, and let specially marked areas spawn only once. This system will allow us to make more interesting special event or puzzle areas, and we've added a couple of these as a test of the system. Lastly, some armor has speed modifiers now so that an adventurer loaded up with full plate mail and a kite shield doesn't move as fast as one wearing leather armor, this is a baby step toward more interesting player choices regarding armor. Features
- Shields as offhand items
- Two handed weapons
- Speed modifiers for Armor (plate mail is slower than leather)
- Held light sources like candles and lanterns
- Junk clutter items spread throughout the dungeon
- Tiny chance for monsters and boxes to drop junk loot
- New special dungeon areas
- A shadowy figure
[ 2014-08-16 17:34:04 CET ] [ Original post ]
This latest update to Delver fixes some collision issues, players were getting stuck in some parts of our new caves and this aims to fix those issues. Let us know if you still have issues! Changelist
- FIxed some cases where players and mosters could climb into small areas, but not out of them
- Fix for players getting stuck in static meshes when stepping up onto more than one
- Fixed an issue where Movers wouldn't properly fire their triggers when placed by the dungeon generator
[ 2014-06-25 02:51:21 CET ] [ Original post ]
A wild update appeared! This has a little bit of everything: the first version of our story system, caves have gotten a complete overhaul, much better traps, a live preview mode for the map editor, and a whole slough of engine updates and bug fixes to finish things off.
Like always let us know if you encounter any issues, enjoy!
Features
- Out with the old caves, in with the new caves
- Traps are physical objects now
- Story notes will be spawned inside the dungeon now
- Added a lowercase font
- Engine support for movers now, like elevators and buttons
- The editor has a live preview mode now, no more leaving the editor to test something out
- Faster level saving / loading (3x faster at least!)
- Added a graphics detail mode, that should speed up performance on slower systems
- The Yithidian Orb is Orbier now
- Monsters no longer jump headfirst into pits and lava
- Performance fixes with emitter visiblity
- Fixed crash when a looping sound doesn't load
- Entity groups in the editor rotate properly when placed in levels
- Triggers on Dungeon tiles now only look within that tile for matching IDs
- Editor now uses the same renderer as the game does
- Skyboxes are pulled properly from dungeons.dat now
- Fixed some weirdly rotated doors. Door, why you do that?
[ 2014-06-19 00:27:21 CET ] [ Original post ]
We've been hard at work on Delver lately, and things are now stable enough to put out as a proper update. This update includes a ton of new dungeon areas, a new lighting model, lots of bug fixes, exploding potions, and some editor improvements to boot. New Features
- Potions are now volatile, don't shake them up too hard
- Crates are breakable, have a chance to contain loot
- Level up stats are now randomly chosen, start of a new skill system
- Doors can now be stuck closed, these can be bashed open
- Better support for static meshes, engine supports much more detail now
- New lighting model to make the dungeon look better and spookier
- A bunch of rendering bug fixes
- Lots of new dungeon content
[ 2014-04-05 23:25:46 CET ] [ Original post ]
Our work from November is now available, just in time for the holidays. This update includes a bunch of things aimed at improving the game 'feel', and to that end we've added new combat animations, new blunt weapons like maces and hammers, added some screen shake to spice things up, and added sounds to the flying skull and druid monsters. We also took a big step towards full gamepad support. XBox 360 controllers should work out of the box now, Dual Shock also should be well supported, your mileage will vary with other controllers. The sewers also got a few more dungeon areas aimed at opening up the battlegrounds a bit to keep things from getting too claustrophobic. Shop prices also got some significant tweaks, most prices doubled and the skill in a jar jumped way up in price to 250 gold to reflect better the impact it has on a run. New features
- Weapon subgroups have unique animations
- Added hammers
- And maces!
- Screenshake!
- Using a potion has a chance of remembering the effect
- Testing out hit animations for a few monsters
- Flying skull sounds
- Druidess sounds
- Gave the orb a creepy ambient sound
- Ambient waterfall and lava sounds
- Some ui sounds for maps and dialogue
- Gamepad support for Xbox 360 and Dual Shock controllers
- Added some lag to the held weapon rotation
- Tweaked weapon attack speeds
- Upped price of items in shops
- Skill in a jar now costs 250 gold not 20
- Traps now can be activated by things going further above them
- Projectiles can now trigger traps
- Fix for blank win screen
- Fixed potion colors forgetting effect between levels
- Fixed particles getting stuck / teleporting into walls
- Fixed getting stuck in flying mobs
- Fixed friction for mobs walking on bridges / furniture
- Some performance fixes related to level loading
- Entities not moving can put their physics to sleep
- Fixed goblin idle sounds not playing
- Fix for storm wand beam missing enemies
- Some house cleaning in the entities.png file
[ 2013-12-09 02:53:36 CET ] [ Original post ]
The October Update for Delver is now available! This is a big one, there's a ton of new stuff to find, I'll keep some secret for you to find yourselves. Notable changes:
- Totally revamped art
- All new sounds
- Starting camp area, with shops
- Post game stats
- And much more!
[ 2013-10-23 06:02:12 CET ] [ Original post ]
Delver is Now Available on Steam in Early Access.
Delver is a first person action roguelike dungeon crawl with crunchy pixels.
Take the role of an adventurer that tries their fate in the dark dungeons (and probably dies horribly). Fight monsters, grab loot, horde potions, and level up!
Quest for the Yithidian orb at the darkest depths of the dungeon and attempt to bring it back to the surface - getting to it may be the easy part.
Levels are randomly generated in each playthrough so you'll never know quite what's around the corner.
[ 2013-09-06 20:38:00 CET ] [ Original post ]
- Delver Linux [179.23 M]
Take the role of an adventurer that tries their fate in the dark dungeons (and probably dies horribly). Fight monsters, grab loot, hoard potions, and level up!
Quest for the Yithidian orb at the darkest depths of the dungeon and attempt to bring it back to the surface - getting to it may be the easy part.
Levels are randomly generated in each playthrough so you'll never know quite what's around the corner.
Delver is in an unfinished beta state at the moment and has it's share of bugs and rough edges that need filed down, but it's very playable even in this unfinished state. Help us guide the direction of the game with your early access help and feedback. Our future plans are to revamp all of the art and sound, increase the depth of the RPG system, add special events and minibosses to the random dungeon generator, implement full gamepad support, and add a ton of new content. Help make Delver the best game it can be!
Key Features
- Fast paced action rpg gameplay
- Permadeath - once you're dead, you're dead
- Randomized levels - never the same game twice
- Loot hoarding
- Chunky pixels!
- Modding support - the desktop version lets you make and share your own monsters, items, and texture packs
- Level editor included!
- OS: Ubuntu preferred. others may work
- Processor: 2.0 Ghz CPUMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: OpenGL 2.0 Compatible
- Storage: 200 MB available space
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