Thank You.
As of the 31st of July 2022, Underworld Dungeon is officially five years old. It's hard to believe that time has gone so quickly, and I wouldn't be making this post if I didn't still think of the game every now and then. I want to thank those who had supported the game over the years, and to welcome those who had found the game since it became free to play earlier this year. I plan on doing a larger writeup later this year discussing the game's development, and what happened post-release, but that can wait. There are a few other things to discuss first after all.
1.0.4
A few months after the original release of Underworld Dungeon, I wished to work on updates to the game to add some of the additional items and QOL features which were promised in the Kickstarter. However with no access to the game's source post-release, I had no ability to do so, and the idea had slipped from my mind. However in the past few months Projects such as Asset Ripper have popped up, allowing those without the original source to games to convert them back into their original Unity native source. Underworld Dungeon was originally built through a cracked version of Unity 5.0.2 to bypass the splash screen upon launch, so it took a large amount of tinkering to get it compiling or even launching the project on more recent versions, let alone legitimate ones. However through some trial and error, the game now compiles through Unity 2021.3. As this is recent, do not expect anything soon, but by the end of this fifth year, I hope that those playing will enjoy.
Stay tuned, and until next time, Equilius Fromjaf
[ 2022-07-31 19:43:03 CET ] [ Original post ]
Underworld Dungeon will be switching to be completely free of charge on the 2nd of January 2022. Existing owners of the game will be compensated with some special goodies, details of which will be shared at a later date. If you wish to play Underworld Dungeon, please do not buy it at this time, and wait for it to become free. I thank you for your continued support of the game, and hope that both new and old players to continue to enjoy Underworld Dungeon. - Equilius Fromjaf
[ 2021-12-27 02:50:36 CET ] [ Original post ]
Underworld Dungeon is now 50% off
This means that the game is now $1.99. Thank you all so much for supporting the game! Panda Games
[ 2018-06-21 17:32:11 CET ] [ Original post ]
One month before the release of Underworld Dungeon, I promised that the game would continue to receive content updates through new characters, items, enemies and bosses, through an addition on the store page. Although of this, according to Steam DB, it has been 100 days since the last internal build of the game, which was released as 1.03 of the game. So what happened? Much earlier in the game's development, I had created a document between InfernoSoul and I showing what needed to be included in the game to reach the 1.0 release status that we had envisioned. The document included many aspects which made it into the game, including the later bosses and enemies, and a majority of the items. Some aspects however were rushed or excluded from release due to development slowing down during the Spring of 2017. These included a more fleshed out enchantment system, two statue types other then Hades and an extra character (Which was later added in patch 1.01). Even after delaying the game by a month, it was obvious that the game would not be what we had envisioned. This is where 1.1 came in. Update 1.1 was supposed to include all of the features which were pushed past the release window, including a religion system, full controller support and a multitude of items, features and bug fixes. It would have been a massive improvement to the game, and would have fixed or lessened most concerns regarding the game. Unfortunately, not all went according to plan. Due to only publishing Underworld Dungeon, I do not have access to the source code to the game, relying on InfernoSoul to inform me of changes made to the game, often even told to me after he had shared them on social media. In the days following the release of the game, we had begun to work on a road-map on what to work on in the game for the update. It wasn't until August 5th, when a review from Bago Games released. While I then did not think much of the review, it seemed to have deeply affected Inferno's passion for the game, mentioning himself after 15 days of silence to me that he wasn't motivated, saying that the game was too generic. I do in no way blame the review for this, but I do believe that it did contribute to the game being in it's current state. At this point, I became worried, fearing that if the game is no longer updated, fans would no longer trust us for abandoning the game, whilst earlier promising a year of updates. I now realize how large of a mistake that was, as my pressuring for InfernoSoul to continue development of the game after this may have eventually made him lose even more interest on continuing, with him saying directly that he was burnt out in mid September. Although of this, he had still considered eventually updating the game, until the 14th of October, exactly one month ago, saying "The point of creating this rogue like was to have fun making it. At the end it became boring so i stopped. Simple." After all of this, I regrettably inform you that Underworld Dungeon is no longer undergoing development. I do not blame Inferno for this, and I believe that I am equally to blame, both with being unable to finish the Digital Guide, and pressuring the dev to continue development, and then asking for the source for the game to allow for an open source implementation of it. To reflect this, I have decided to reduce the base price of the game to $3.99, and will remove all references to the game continuing to be updated from the store page. I have decided to share all of this with you for reasons of transparency, and I apologize for it taking so long for me to write this. The reason I had decided to publish Underworld Dungeon was because I truly enjoyed the game. I enjoyed bug testing. I enjoyed proposing ideas and collecting feedback. I enjoyed communicating with you guys through the greenlight and development phases. I wish to thank InfernoSoul for allowing me to help with his game, and wish him the best in his future projects. Noel Andersen Panda Games (Defunct)
[ 2017-11-15 15:28:51 CET ] [ Original post ]
One month before the release of Underworld Dungeon, I promised that the game would continue to receive content updates through new characters, items, enemies and bosses, through an addition on the store page. Although of this, according to Steam DB, it has been 100 days since the last internal build, which was released as 1.03 of the game. So what happened? Much earlier in the game's development, I had created a document between InfernoSoul and I showing what needed to be included in the game to reach the 1.0 release status that we had envisioned. The document included many aspects which made it into the game, including the later bosses and enemies, and a majority of the items. Some aspects however were rushed or excluded from release due to development slowing down during the Spring of 2017. These included a more fleshed out enchantment system, two statue types other then Hades and an extra character (Which was later added in patch 1.01). Even after delaying the game by a month, it was obvious that the game would not be what we had envisioned. This is where 1.1 came in. Update 1.1 was supposed to include all of the features which were pushed past the release window, including a religion system, full controller support and a multitude of items, features and bug fixes. It would have been a massive improvement to the game, and would have fixed or lessened most concerns regarding the game. Unfortunately, not all went according to plan. Due to only publishing Underworld Dungeon, I do not have access to the source code to the game, relying on InfernoSoul to inform me of changes made to the game, often after he had already shared them on social media. In the days following the release of the game, we had begun to work on a road-map on what to work on in the game for the update. It wasn't until August 5th, when a review from Bago Games released. While I then did not think much of the review, it seemed to have deeply affected Inferno's passion for the game, mentioning himself after 15 days of silence to me that he wasn't motivated, saying that the game was too generic. I do in no way blame the review for this, but I do believe that it did contribute to the game being in it's current state. At this point, I became worried, fearing that if the game is no longer updated, fans would no longer trust us for abandoning the game, whilst earlier promising a year of updates. I now realize how large of a mistake that was, as my pressuring for InfernoSoul to continue development of the game after this may have eventually made him lose even more interest on continuing, with him saying directly that he was burnt out in mid September. Although of this, he had still considered eventually updating the game, until the 14th of October, exactly one month ago, saying "The point of creating this rogue like was to have fun making it. At the end it became boring so i stopped. Simple." After all of this, I regrettably inform you that Underworld Dungeon is no longer undergoing development. I do not blame Inferno for deciding to cease development, seeing as he was not passionate anymore about it, and I believe that I am equally to blame, both with being unable to finish the Digital Guide, and pressuring the dev to continue development, and then asking for the source for the game to allow for an open source implementation of it. To reflect this, I have decided to reduce the base price of the game to $3.99, and will remove all references to the game continuing to be updated from the store page. I have decided to share all of this with you for reasons of transparency, and I apologize for it taking so long for me to write this. The reason I had decided to publish Underworld Dungeon was because I truly enjoyed the game. I enjoyed bug testing. I enjoyed proposing ideas and collecting feedback. I enjoyed communicating with you guys through the greenlight and development phases. I wish to thank InfernoSoul for allowing me to help with his game, and wish him the best in his future projects. Noel Andersen Panda Games (Defunct)
[ 2017-11-14 21:16:28 CET ] [ Original post ]
Minor Changes Bugfixes - Fixed game-breaking issues with the Ring of Hermes - Fixed items that disappeared when you quickly switched to them from a one-use item (dynamite, herb, cornucopia) - Made Crystal Guardian (ghost) boss awake quicker when close to player - Game runs in background when alt-tabbed
[ 2017-08-06 05:01:01 CET ] [ Original post ]
Minor Changes Bugfixes - Fixed game-breaking issues with the Ring of Hermes - Fixed items that disappeared when you quickly switched to them from a one-use item (dynamite, herb, cornucopia) - Made Crystal Guardian (ghost) boss awake quicker when close to player - Game runs in background when alt-tabbed
[ 2017-08-06 04:59:58 CET ] [ Original post ]
Major Changes
A new unlockable character has been added!
- The Oracle
Character is locked at the start
The Oracle starts with a Skeleton Staff, a Ring of Hermes, and a Bone Charm. He also starts with higher max stamina and low speed. This means that the Oracle has to use teleportation to dodge enemy attacks while dealing mid-ranged damage with his Staff to enemies.
Minor Changes
- Staff of Hermes has been changed to a ring that can be equipped instead of being an active item. This will make teleportation smoother and more useful in combat.
- InfernoSoul
[ 2017-08-01 04:06:38 CET ] [ Original post ]
Major Changes
A new unlockable character has been added!
- The Oracle
Character is locked at the start
The Oracle starts with a Skeleton Staff, a Ring of Hermes, and a Bone Charm. He also starts with higher max stamina and low speed. This means that the Oracle has to use teleportation to dodge enemy attacks while dealing mid-ranged damage with his Staff to enemies.
Minor Changes
- Staff of Hermes has been changed to a ring that can be equipped instead of being an active item. This will make teleportation smoother and more useful in combat.
- InfernoSoul
[ 2017-08-01 04:05:20 CET ] [ Original post ]
After 2 years of development, Underworld Dungeon is finally released!
The game costs $7.99 and is now available on Windows, OSX, and Linux.
Free weekly updates will hit the game these coming few months that will add more content such as new items, enemies and bosses.
Once again, thanks to everyone who has supported Underworld Dungeon since its Kickstarter and Greenlight!
Developer: InfernoSoul
Publisher: Panda Games
Audio: Pixel Noise
[ 2017-07-31 16:27:43 CET ] [ Original post ]
After 2 years of development, Underworld Dungeon is finally released!
The game costs $7.99 and is now available on Windows, OSX, and Linux.
Free weekly updates will hit the game these coming few months that will add more content such as new items, enemies and bosses.
Once again, thanks to everyone who has supported Underworld Dungeon since its Kickstarter and Greenlight!
Developer: InfernoSoul
Publisher: Panda Games
Audio: Pixel Noise
[ 2017-07-31 16:01:08 CET ] [ Original post ]
Hello, and welcome to what is most likely the penultimate progress update. Underworld Dungeon is nearing its completion, and we cannot wait to share all that we have with you. Firstly, we would like to get straight to the point.
Barring any complications, Underworld Dungeon will be releasing on June 30th 2017 for Windows, OSX and Linux.
The game will retail for $9.99 with an initial discount of 15%, and will ship with at least five unique characters, over 100 items, a fully fledged crafting system and many secrets, enemies and NPC's to be discovered within the dungeon.
Just some of the many items available in the game
Music and Digital Deluxe
If you are not already aware, the OST for the game has been worked on by the talented duo of professional composers, Pixel Noise, and they have constantly amazed us with their exceptional score for the game. While the music for the game can be listened to in it's entirety on their SoundCloud, you will also be able to purchase it alongside the game to help support them, either separately in $7.50 DLC, or in the Deluxe Edition for the game, including the OST, the game and a digital art book and strategy guide, costing only $5 more then the game itself.
Crafting
One of the major aspects of the game is in the crafting system. It is one of the few ways that you can obtain items, along with finding them in chests and being able to purchase them through souls. When you first start the game, you will likely not be able to craft anything useful. This is because you learn how to craft the many items to be found in the game through crafting recipes. There are three main ways of obtaining crafting recipes, through both unlocking achievements, and defeating bosses. The chance of getting a recipe can vary based on what you do through the game, with one guaranteed through each achievement, and a 25% chance of unlocking one through each boss killed.
As always, we would like to thank you for supporting us since we had started the Kickstarter and Greenlight, and hope that you enjoy the game on it's release.
Panda Games and InfernoSoul
[ 2017-06-03 06:05:34 CET ] [ Original post ]
Hello, and welcome to what is most likely the penultimate progress update. Underworld Dungeon is nearing its completion, and we cannot wait to share all that we have with you. Firstly, we would like to get straight to the point.
Barring any complications, Underworld Dungeon will be releasing on July 31st 2017 for Windows, OSX and Linux.
The game will retail for $9.99 with an initial discount of 15%, and will ship with at least five unique characters, over 100 items, a fully fledged crafting system and many secrets, enemies and NPC's to be discovered within the dungeon.
Just some of the many items available in the game
Music and Digital Deluxe
If you are not already aware, the OST for the game has been worked on by the talented duo of professional composers, Pixel Noise, and they have constantly amazed us with their exceptional score for the game. While the music for the game can be listened to in it's entirety on their SoundCloud, you will also be able to purchase it alongside the game to help support them, either separately in $7.50 DLC, or in the Deluxe Edition for the game, including the OST, the game and a digital art book and strategy guide, costing only $5 more then the game itself.
Crafting
One of the major aspects of the game is in the crafting system. It is one of the few ways that you can obtain items, along with finding them in chests and being able to purchase them through souls. When you first start the game, you will likely not be able to craft anything useful. This is because you learn how to craft the many items to be found in the game through crafting recipes. There are three main ways of obtaining crafting recipes, through both unlocking achievements, and defeating bosses. The chance of getting a recipe can vary based on what you do through the game, with one guaranteed through each achievement, and a 25% chance of unlocking one through each boss killed.
As always, we would like to thank you for supporting us since we had started the Kickstarter and Greenlight, and hope that you enjoy the game on it's release.
Panda Games and InfernoSoul
[ 2017-06-03 05:59:59 CET ] [ Original post ]
A new Alpha build is finally out!
There are a LOT of new changes in this build. New enemies/bosses/rooms/items... and many more.
Here are some GIFs of the new changes and additions to the game:
PS: Please note that this build is strictly for those in closed alpha testing. Those waiting for the open beta though do not have to wait much longer...
[ 2017-04-03 18:00:17 CET ] [ Original post ]
A new Beta build is finally out!
There are a LOT of new changes in this build. New enemies/bosses/rooms/items... and many more.
Here are some GIFs of the new changes and additions to the game:
[ 2017-04-03 17:37:22 CET ] [ Original post ]
As you may have seen from the promotional partnership information (Linked above), you may have seen that Panda Games was listed as an official Nintendo Switch partner. While we have mostly remained silent on the matter, we at Panda Games would now like to announce that Underworld Dungeon is officially coming to the Nintendo Switch!
Although the Switch port for the game is still very unfinished (being that the console itself is less than a month old), we are still working as hard as we possibly can to getting the game ready for a simultaneous launch with the PC version of June 26th 2017.
An early build of the game
To celebrate this announcement, we have also added a few additions to the game not uncommon from the game series 'The Legend of Zelda', a classic from Nintendo, and one of the few games currently on the Switch:
- A new 'heroic' green clothed character to play as in the game
- We have reimplimented the feature for your weapons to break after a set amount of hits
- Multiple Hylian themed items are now in the game, being some of the few to break the Greek mythological theme
- If you are still reading this, I can't believe that you didn't realize that this was an April Fools joke yet. I mean, did you not realize that the partner list was very clearly photoshopped? I mean the logo even clipped with the Codemasters logo, and took the place of Activision. (Sorry Inferno, this is what happens when you dont respond to any of my messages)
[ 2017-04-01 20:22:10 CET ] [ Original post ]
As you may have seen from the promotional partnership information (Linked above), you may have seen that Panda Games was listed as an official Nintendo Switch partner. While we have mostly remained silent on the matter, we at Panda Games would now like to announce that Underworld Dungeon is officially coming to the Nintendo Switch!
Although the Switch port for the game is still very unfinished (being that the console itself is less than a month old), we are still working as hard as we possibly can to getting the game ready for a simultaneous launch with the PC version of June 26th 2017.
An early build of the game
To celebrate this announcement, we have also added a few additions to the game not uncommon from the game series 'The Legend of Zelda', a classic from Nintendo, and one of the few games currently on the Switch:
- A new 'heroic' green clothed character to play as in the game
- We have reimplimented the feature for your weapons to break after a set amount of hits
- Multiple Hylian themed items are now in the game, being some of the few to break the Greek mythological theme
- If you are still reading this, I can't believe that you didn't realize that this was an April Fools joke yet. I mean, did you not realize that the partner list was very clearly photoshopped? I mean the logo even clipped with the Codemasters logo, and took the place of Activision. (Sorry Inferno, this is what happens when you dont respond to any of my messages)
[ 2017-04-01 17:30:37 CET ] [ Original post ]
Hey everyone!
I've worked on many features in the past few months. Here's what I've added to and changed in the game:
- A new flying enemy has been added that fires 3 crystal projectiles at the player
- Another new enemy has been added which can dodge player attacks
- Spears are now thrown
- Poseidon's Trident now activates only upon taking damage
- Spikes are added as traps to the Crystal Depths biome
- This bug-like enemy now fires a laser orb at the player
- New bat enemy added to the Mossy Caves biome
- Another enemy added which lunges at the player and then throws a dagger
Make sure to tune in next time for more, same bat time, same bat place.
[ 2017-03-08 17:28:56 CET ] [ Original post ]
Hey everyone!
I've worked on many features in the past few months. Here's what I've added to and changed in the game:
- A new flying enemy has been added that fires 3 crystal projectiles at the player
- Another new enemy has been added which can dodge player attacks
- Spears are now thrown
- Poseidon's Trident now activates only upon taking damage
- Spikes are added as traps to the Crystal Depths biome
- This bug-like enemy now fires a laser orb at the player
- New bat enemy added to the Mossy Caves biome
- Another enemy added which lunges at the player and then throws a dagger
Make sure to tune in next time for more, same bat time, same bat place.
[ 2017-03-08 17:28:10 CET ] [ Original post ]
Over the past few months, I've been steadily adding features into the game such as new enemies, new items and an overhauled user interface, which will greatly increase the quality of the game, and I can't wait for you all to try it. Below are just a few of the many items which I've been working on since the greenlight for the game was finished:
Spears
Spears are a new type of weapon introduced in Underworld Dungeon, separate from swords and axes. They have a higher range that both swords and axes, and are semi-quick to attack with.
Charms
Charms are a new passive item added into the game, which when put into your gear, give a small stat upgrade to the player. The charm shown above, the golden charm, is special in that it increases the base speed of the player.
Herbs
Herbs are one of the many consumable types featured within the game, with this item giving additional health to the player. This is one of the more common consumables found within the game.
Shield Variations
Along with weapons having multiple variations of themselves, many variations of shields can be found in the game, each with their own power or ability. The shield shown above is known as the Winter Shield, and has the ability of being able to freeze enemies which come in contact with it.
Well, that's all for now. As always, thank you for supporting the development of this game, and see you all next time for some big news!
Ethan
[ 2016-09-30 17:51:57 CET ] [ Original post ]
Over the past few months, I've been steadily adding features into the game such as new enemies, new items and an overhauled user interface, which will greatly increase the quality of the game, and I can't wait for you all to try it. Below are just a few of the many items which I've been working on since the greenlight for the game was finished:
Spears
Spears are a new type of weapon introduced in Underworld Dungeon, separate from swords and axes. They have a higher range that both swords and axes, and are semi-quick to attack with.
Charms
Charms are a new passive item added into the game, which when put into your gear, give a small stat upgrade to the player. The charm shown above, the golden charm, is special in that it increases the base speed of the player.
Herbs
Herbs are one of the many consumable types featured within the game, with this item giving additional health to the player. This is one of the more common consumables found within the game.
Shield Variations
Along with weapons having multiple variations of themselves, many variations of shields can be found in the game, each with their own power or ability. The shield shown above is known as the Winter Shield, and has the ability of being able to freeze enemies which come in contact with it.
Well, that's all for now. As always, thank you for supporting the development of this game, and see you all next time for some big news!
[ 2016-09-30 17:51:41 CET ] [ Original post ]
Over the past few months, I've been steadily adding features into the game such as new enemies, new items and an overhauled user interface, which will greatly increase the quality of the game, and I can't wait for you all to try it. Below are just a few of the many items which I've been working on since the greenlight for the game was finished:
Spears
Spears are a new type of weapon introduced in Underworld Dungeon, separate from swords and axes. They have a higher range that both swords and axes, and are semi-quick to attack with.
Charms
Charms are a new passive item added into the game, which when put into your gear, give a small stat upgrade to the player. The charm shown above, the golden charm, is special in that it increases the base speed of the player.
Herbs
Herbs are one of the many consumable types featured within the game, with this item giving additional health to the player. This is one of the more common consumables found within the game.
Shield Variations
Along with weapons having multiple variations of themselves, many variations of shields can be found in the game, each with their own power or ability. The shield shown above is known as the Winter Shield, and has the ability of being able to freeze enemies which come in contact with it.
Well, that's all for now. As always, thank you for supporting the development of this game, and see you all next time for some big news!
InfernoSoul (Ethan)
[ 2016-09-30 17:50:54 CET ] [ Original post ]
- Underworld Dungeon Linux [258.61 M]
Inspired by games such as The Binding of Isaac, Dark Souls and Terraria, Underworld Dungeon aims to create a dark, procedurally generated world filled with item crafting, dungeon looting, many secrets and items to discover, as well as a challenging combat system which would require the player to use their wits and skills to confront each enemy and situation.
Features:
- Over 150 weapons, armor pieces and gear
- Multiple brutal bosses for you to face on your journey
- A semi-permament death system, allowing for new items to be unlocked for future playthroughs
- A fully fledged crafting system, allowing for the most devestating of weapons
- Full steamworks support, with Achivements and Leaderboards included
- Many secrets and NPC's to be discovered inside the dungeon
Gameplay:
Combat in Underworld Dungeon will be challenging. You must use different weapons and abilities along with your own wits and skills to confront each room of enemies.
- Stamina - Every action uses a varying amount of stamina such as swinging a sword or dashing. This means that you must use your stamina wisely and consider each action carefully to avoid being temporarily stunned with a depleted stamina bar.
- Shield - Bringing your shield up will halt your stamina bar from recharging and slow you down. However, it will also block incoming damage from enemies with varying strengths. (ie. Iron Shield blocks 100% damage while a Wooden Shield blocks 80%)
- Dash - Dashing allows you to rapidly move away from an enemy's attack but does not grant you invincibility. Thus, you must use it carefully as it takes away quite a lot of your stamina and leaves you vulnerable to an enemy afterwards.
Procedural Generation:
The dungeon is randomly generated at the start of each run, with biomes, objects, enemies and secrets being different, providing a fresh and challenging experience each time. Items and resources are also randomly generated, allowing you to have a different build each run. On one run, you could be a warrior with a shield and a flaming axe, whilst on another, you could be a mage with teleportation and projectile weapons. - Stamina - Every action uses a varying amount of stamina such as swinging a sword or dashing. This means that you must use your stamina wisely and consider each action carefully to avoid being temporarily stunned with a depleted stamina bar.
- OS: Most distros should be supported
- Processor: Core 2 DuoMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel HD Graphics 3000
- Storage: 500 MB available space
- OS: Ubuntu 17.04
- Processor: 2.4 GHz Quad Core 2.0Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Intel HD Graphics 4000
- Storage: 500 MB available space
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