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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 At this point, I became worried, fearing that if the game is no longer updated, fans would no longer trust us for abandoning the game, whilst earlier promising a year of updates.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)
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