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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:
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:
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!
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.
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:
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:
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
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
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
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
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
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
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?
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?
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!
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!
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
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
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
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
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
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
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
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
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:
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!
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
This bugfix update has the latest version of the editor, with the following changes:
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.
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
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
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
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
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
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:
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.
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