Hi everyone.
We're going to be at EGX this year with The Living Dunge, Dead Exit, and The Krucer Parallax.
To celebrate this we're putting The Living Dungeon on sale at half price, and also doing a special promotion on Dead Exit to buy one and get one free.
You can probably expect some more updates coming to The Living Dungeon over the next couple of months too.
Enjoy!
Hi everyone.
We're going to be at EGX this year with The Living Dunge, Dead Exit, and The Krucer Parallax.
To celebrate this we're putting The Living Dungeon on sale at half price, and also doing a special promotion on Dead Exit to buy one and get one free.
You can probably expect some more updates coming to The Living Dungeon over the next couple of months too.
Enjoy!
Now that Dead Exit is out we are coming back to do some more work on The Living Dungeon. For a couple of reasons I can't really go into, one of which rhymes with "Tea, Yes, More" the game is getting a little bit of a touch up so visually it'll be a bit nicer as it moves onto PBR rather than the old Skyshop rendering. There will also be some gameplay tweaks in places too. Basically what I'm saying is, if there are any tweaks you'd like to see, let us know and we might be able to do them. Posting here is fine, but it's probably best to contact us at our support e-mail support@radiationburn.net Thanks to all of you who have played and enjoyed the game so far, and for taking the time to read this update. P.S. for those of you who think you might enjoy Dead Exit it's page is here http://store.steampowered.com/app/630050/Dead_Exit/ There is also a demo on itch.io which is out of date, but can still give you a good idea of how the game plays.
Now that Dead Exit is out we are coming back to do some more work on The Living Dungeon. For a couple of reasons I can't really go into, one of which rhymes with "Tea, Yes, More" the game is getting a little bit of a touch up so visually it'll be a bit nicer as it moves onto PBR rather than the old Skyshop rendering. There will also be some gameplay tweaks in places too. Basically what I'm saying is, if there are any tweaks you'd like to see, let us know and we might be able to do them. Posting here is fine, but it's probably best to contact us at our support e-mail support@radiationburn.net Thanks to all of you who have played and enjoyed the game so far, and for taking the time to read this update. P.S. for those of you who think you might enjoy Dead Exit it's page is here http://store.steampowered.com/app/630050/Dead_Exit/ There is also a demo on itch.io which is out of date, but can still give you a good idea of how the game plays.
Just another tiny update to add a counter for the "song of Death and death" achievement.
Just another tiny update to add a counter for the "song of Death and death" achievement.
Hi Guys. Nothing Fancy this time. Just a small update to fix 2 of the achievements that someone noticed were not working properly at the start of the week. Specifically "Wretchedly Violent" , and " A song of Death and Death". These now track properly.
Hi Guys. Nothing Fancy this time. Just a small update to fix 2 of the achievements that someone noticed were not working properly at the start of the week. Specifically "Wretchedly Violent" , and " A song of Death and Death". These now track properly.
Hi everyone, Thanks for taking the time to read this. New update. + In single player the camera now stays on the same side of the board between turns and characters. This was added as basically enough people asked for it. that's pretty much how indie development works, but hopefully it stops people getting disorientated in Story mode. + Also in story mode, the choose art style has been moved to be an interrupt so it asks you every time you start playing story mode. This was requested. +Improved NAT punching, so more routers should work without port forwarding or a Gaming VPN. We'll never manage to break through everyone's firewall, but the more people who can play online without having to do port forwarding or using a 3rd party tool the better. +Fixed the sound sliders. They now work properly relative to your mouse. It's a small thing but it bugged a nice french man so we got it sorted. +Other small improvements to A.I. and a few little bug fixes that should make things generally run a little smoother. The Linux version has also been updated with these same fixes. I apologies if you guys have to rename the folder/exe again. No matter what we do it seems that steam will slip the capitalization the opposite way. You might be lucky, you might not. Thanks again for keeping an eye on this game. If there are other little improvements you are interested in, or if you come across other bugs, please don't hesitate to let us know and we'll do our best to get things sorted for you.
Hi everyone, Thanks for taking the time to read this. New update. + In single player the camera now stays on the same side of the board between turns and characters. This was added as basically enough people asked for it. that's pretty much how indie development works, but hopefully it stops people getting disorientated in Story mode. + Also in story mode, the choose art style has been moved to be an interrupt so it asks you every time you start playing story mode. This was requested. +Improved NAT punching, so more routers should work without port forwarding or a Gaming VPN. We'll never manage to break through everyone's firewall, but the more people who can play online without having to do port forwarding or using a 3rd party tool the better. +Fixed the sound sliders. They now work properly relative to your mouse. It's a small thing but it bugged a nice french man so we got it sorted. +Other small improvements to A.I. and a few little bug fixes that should make things generally run a little smoother. The Linux version has also been updated with these same fixes. I apologies if you guys have to rename the folder/exe again. No matter what we do it seems that steam will slip the capitalization the opposite way. You might be lucky, you might not. Thanks again for keeping an eye on this game. If there are other little improvements you are interested in, or if you come across other bugs, please don't hesitate to let us know and we'll do our best to get things sorted for you.
Hello everybody. Sorry for the time between the last update and this one but hopefully it's worth it. Multiplayer:First off. The multiplayer has been updated to work with most routers. so please give it a try and invite some friends to their deaths. There are probably some routers or security systems that the multiplayer can't get through so let us know if you have one and what it is. Matchmaking: This now works. there are about 10K people with this game so finding other people looking at the same time may be tricky but we wanted to get it working on PC out of principle since the code will be used in our next game "Dead Exit" and further projects if we can. Single Player local multiplayer: This was a requested feature. You can set up an escape game with a single team. You just have to escape with as many characters as you put in a single team. i.e. if you take 3 characters they must all escape the dungeon in order to win. Bonus keys: (K) still toggles the Depth of Field (L) This will turn off the background chatter. (There is a little bug that turns it back on at random times but we'll find and fix this soon). Ummm. There was probably some other stuff we fixed but have since forgotten as we have been super busy. Thanks for being interested. Please keep telling us what you want to see in the game, and spread the word to people you think will like it, as the bigger the community, the more we can afford to do with the game. we really appreciate it.
Hello everybody. Sorry for the time between the last update and this one but hopefully it's worth it. Multiplayer:First off. The multiplayer has been updated to work with most routers. so please give it a try and invite some friends to their deaths. There are probably some routers or security systems that the multiplayer can't get through so let us know if you have one and what it is. Matchmaking: This now works. there are about 10K people with this game so finding other people looking at the same time may be tricky but we wanted to get it working on PC out of principle since the code will be used in our next game "Dead Exit" and further projects if we can. Single Player local multiplayer: This was a requested feature. You can set up an escape game with a single team. You just have to escape with as many characters as you put in a single team. i.e. if you take 3 characters they must all escape the dungeon in order to win. Bonus keys: (K) still toggles the Depth of Field (L) This will turn off the background chatter. (There is a little bug that turns it back on at random times but we'll find and fix this soon). Ummm. There was probably some other stuff we fixed but have since forgotten as we have been super busy. Thanks for being interested. Please keep telling us what you want to see in the game, and spread the word to people you think will like it, as the bigger the community, the more we can afford to do with the game. we really appreciate it.
Hi Everybody, Thanks for paying attention at all to what we are up to. Most importantly, we think we've finally figured out the problem that affects many people in online multiplayer. It's basically about NAT punching. fingers crossed we'll have a new build ready next week. That also leads on to getting the Matchmaking sorted too. Don't know how many people on PC care about that but it was important on PC and we still want it working out of principle. We're going to add a few little tweak keyboard shortcuts that people have requested similar to the K key toggling the DOF. The first of these is a toggle for turning off the ambient crowd noise in the Tavern mode. Sure, only 1 person actually asked for this but it's easy enough to do so we're popping it in. Finally. There has been a request to play single player just versus the Dungeon. We're looking into this so if people have any thoughts on this please contribute to the conversation or if you are interested support the request for it. There is more to talk about really but I'll leave things there for now. Thanks again to all of you who have helped us get this far.
Hi Everybody, Thanks for paying attention at all to what we are up to. Most importantly, we think we've finally figured out the problem that affects many people in online multiplayer. It's basically about NAT punching. fingers crossed we'll have a new build ready next week. That also leads on to getting the Matchmaking sorted too. Don't know how many people on PC care about that but it was important on PC and we still want it working out of principle. We're going to add a few little tweak keyboard shortcuts that people have requested similar to the K key toggling the DOF. The first of these is a toggle for turning off the ambient crowd noise in the Tavern mode. Sure, only 1 person actually asked for this but it's easy enough to do so we're popping it in. Finally. There has been a request to play single player just versus the Dungeon. We're looking into this so if people have any thoughts on this please contribute to the conversation or if you are interested support the request for it. There is more to talk about really but I'll leave things there for now. Thanks again to all of you who have helped us get this far.
Hi Everyone, and by everyone I really just mean the Linux community. We have now officially released the Linux version of The Living Dungeon. We'd like to thank the Linux community for their patience and being the driving force behind making this happen at all. When we started looking into this we knew nothing about Linux. I'm still not a fan of command line tools I admit, but the Linux community have been there to hold my hand through the entire process from installing Linux through to Beta Testing the game for us. One small disappointment is that we are still dealing with the online multiplayer problem on all PC versions of the game. We'll get it I have no doubt, it just requires a bit more of our time still. Thankfully there is a workaround. If you are having trouble connecting to an online multiplayer game you can still make it work by using a VPN such as Himachi. We apologize for this but we will get it sorted. Also of note. If you hate Depth of field (the blurriness at the front of table and background) then you can toggle it on and off using the K key. I fully realized that we'd never make any kind of profit from the Linux version of the game, or even the windows version since we have very poor marketing ability, but I know that we have brought a certain amount of joy to many people and wish that we have manage to do the same for all you Linux peeps out there. What we would ask very humbly however, is that if you do enjoy the game, let someone else know it exists. Thanks for your time.
Hi Everyone, and by everyone I really just mean the Linux community. We have now officially released the Linux version of The Living Dungeon. We'd like to thank the Linux community for their patience and being the driving force behind making this happen at all. When we started looking into this we knew nothing about Linux. I'm still not a fan of command line tools I admit, but the Linux community have been there to hold my hand through the entire process from installing Linux through to Beta Testing the game for us. One small disappointment is that we are still dealing with the online multiplayer problem on all PC versions of the game. We'll get it I have no doubt, it just requires a bit more of our time still. Thankfully there is a workaround. If you are having trouble connecting to an online multiplayer game you can still make it work by using a VPN such as Himachi. We apologize for this but we will get it sorted. Also of note. If you hate Depth of field (the blurriness at the front of table and background) then you can toggle it on and off using the K key. I fully realized that we'd never make any kind of profit from the Linux version of the game, or even the windows version since we have very poor marketing ability, but I know that we have brought a certain amount of joy to many people and wish that we have manage to do the same for all you Linux peeps out there. What we would ask very humbly however, is that if you do enjoy the game, let someone else know it exists. Thanks for your time.
Another update. A number little fixes, but 2 particular things of note. 1: Linux supports the Xbox360 wired pad properly. Users will need to need to set their xboxdrv settings to have trigger_as_button = false 2: For those of you who dislike the DOF, you can now toggle it on and off using the secret "k" key. Hope that helps a few of you enjoy the game more. Best from us and thanks for your continued support. We appreciate it. Graham and Chantelle
Another update. A number little fixes, but 2 particular things of note. 1: Linux supports the Xbox360 wired pad properly. Users will need to need to set their xboxdrv settings to have trigger_as_button = false 2: For those of you who dislike the DOF, you can now toggle it on and off using the secret "k" key. Hope that helps a few of you enjoy the game more. Best from us and thanks for your continued support. We appreciate it. Graham and Chantelle
Hey Everyone. 1.1.1.0 debug Just trying a couple of things. The version on here will actually be a debug build for the next few hours. Hopefully this will let people also download and test the Linux Version should they desire. Joypad won't work but the rest is ok as far as we can tell from testing. There is also now a proper 32bit build that is seperate from the 64bit one. Basically Unity doesn't like doing them both at once. We should have spotted that sooner. Sorry. If you have super slow internet just don't download this version as a new one will be going up in a few hours with at least partial linux controller support. If Online multiplayer can't connect, it might be worth trying Himachi or another VPN. This will bypass our current horrific failure to sort that bug. Also. If anyone is on the cusp of buying the game tonight. Hold off a couple of hours until the price updates. Bringing it down to £9.99 or $12.99 for those of you in the U..S. I know many people said don't drop the price, but the number of people requesting it is outweighing those who said don't I'm afraid. Hope everyone is cool with all of this. I also hope that at least one of you out there actually fully understood the single player story.
Hey Everyone. 1.1.1.0 debug Just trying a couple of things. The version on here will actually be a debug build for the next few hours. Hopefully this will let people also download and test the Linux Version should they desire. Joypad won't work but the rest is ok as far as we can tell from testing. There is also now a proper 32bit build that is seperate from the 64bit one. Basically Unity doesn't like doing them both at once. We should have spotted that sooner. Sorry. If you have super slow internet just don't download this version as a new one will be going up in a few hours with at least partial linux controller support. If Online multiplayer can't connect, it might be worth trying Himachi or another VPN. This will bypass our current horrific failure to sort that bug. Also. If anyone is on the cusp of buying the game tonight. Hold off a couple of hours until the price updates. Bringing it down to 9.99 or $12.99 for those of you in the U..S. I know many people said don't drop the price, but the number of people requesting it is outweighing those who said don't I'm afraid. Hope everyone is cool with all of this. I also hope that at least one of you out there actually fully understood the single player story.
Hi Guys Thanks for sticking with us. This is an update that most importantly fixes a few crash bugs we found in the online multiplayer that stopped the player being able to move properly, and in very rare occasions even fall through a perfectly good floor (I blame shoddy wretched workmanship but it might have been a code error) Some other tweaks to make things a little nicer and smoothing that no-one will notice except us. We're working on matchmaking and mouse controls for the lobby screen still (It's worth noting if you switch to mouse in game it should be fine. It's just the lobby that we need to sort) We are aware of the "Development build" text down the bottom right. This is just cause by the Xbox One plugins. We'll get those ripped out and do the next build without it. Just our silly mistake but should have no effect on you guys. Cheers again for listening and supporting our game.
Hi Everyone. New version today. (1.0.1.1) But I’m sure the only update a lot of you guys care about is the big ugly BETA sign on the front end. Sorry this has been a longer time coming than we wanted but the first version of online multiplayer is here. It currently only supports controllers for the lobby, and friend invites, but mouse support and Matchmaking are coming in the next couple of weeks. Please don’t hesitate to report bugs in the “Online Bug reports Please” thread if you are kind enough to try it all out. There are a lot of other little changes too. Hopefully a fix for a crash on some people’s machines when playing the DM but don’t know for sure), A.I. tweaks, input bug fixes, and a couple of purely aesthetic changes such as the Tavern/Dungeon story mode button. Thanks again for all of your support and patience. I just wanted to put the BETA multiplayer in to show you all we have been hard at work doing it and haven’t abandoned things like our general silence might of implied. Enjoy the Steam summer sale everyone.
Hi everyone, First things first. We want to apologise 1: for taking so long to get the online multiplayer working. It's getting there, but still a few tricky bits to iron out, and 2: for recently breaking some stuff for some of while we were updating things. Today's update should fix those problems and also a couple of other things like making the style toggle on the story screen twice the size. Hopefully we will manage to avoid further injury and illness in the near future. Thanks for being patient with our silliness.
We're still working hard on online multiplayer. The game seems to be working now, but we have to do lobbies, invites, and steam integration before we can turn it over to you guys. Sorry if this is taking a bit long for some of you. We thought we should update with a bunch of the other fixes we've done, and we'd list them all if we had taken notes or could remember. Still, here are some that we do know. @ A.I. is smarter, and faster now. This does make the game a little more difficult, but mostly it just makes the A.I. turns faster and not kill the framerate. @ Lighting and ambience in dungeon mode has been updated. It has a tiny bit more colour in it with some faint reds in the darkness and varied specular on parts. @Multiple crash scenarios have been found and fixed, Mostly found in online multiplayer testing admittedly but they apply to local multiplayer and often single player too. @Top Left help box now split the help in 3 messages to make it easier to read. Some people may like this, some may not, most probably won't care. @Level 9 now has an extra story slide in it so it's not as confusing switching from Chantelle, Ashon, Meu , and Yokusel in level 8 and the level 9 cutscene, directly into level 9 with Rojef. @ score reporting in multiplayer has been updated so it's easier to understand the scores when looking at the game info screen. Also slightly adjusted sudden death scenario so it shows why a team won as soon as sudden death started (The other team died on the last round) @ Projectile code has been fixed so they are easier to see and look better @Other fixes and tweaks that we've no doubt forgotten since we're just changing loads of stuff as we make the multiplayer work. Thanks again for all you guys who have supported out game. Without you we'd be nowhere.
Hi everyone. Belated happy new year, or in the case of some of you who may be beer guzzling monsters, just happy new year since you are only now waking up from the hangover. First off. Apologies for the big file size of the new download. The bulk is mostly infrastructure to do with network multipalyer. It's coming along nicely and if you want to try and find out more about it go read our blog. http://thelivingdungeon.com/dev-diary/ I did say "try" because all you'll see there are a couple of network game screenshots and copious amounts of finger poop also known as me blogging nonsense. Current build does have a number of noticeable updates however. Minor bug fixes Team colours button now functions properly during a multiplayer match. Lighting adjustments Improved lighting for throughout game. Was found to be quite dark with a lot of contrast and redness on the default settings of several TV’s.(Samsung LCD especially) Specifically… Tavern brightened and warmed(less red) with improved shadows Dungeon brightened for better visibility of both the background and the board. Front end brightened and made less red. Character viewer brightened. Text legibility and help improvements Help text in corner has been made larger with more contrast. All other buttons have increased contrast (brighter paper) Additional tutorial help has been added for camera controls in level 2 and 4 Other graphical fixes Crease on Meru’s arm fixed. (Weird armpit) Rojef’s shiny eyebrows fixed (No seriously. Look at him in the character viewer if you have the old version) Chantelles breasts made less shiny. (They were almost literally headlamps) Admittedly some of these updates were specifically implemented for the XBox One version, but we just liked them on the PC as well so we put them in. Hope you don't mind. As always, fire a mail to support@radiationburn.net if you want to make any suggestions, complaints, inappropriate sexual innuendos. One final note. It's not a steam game, but if you have a phone or a windows 8+ PC, you can now get our last game "BOOMBA!" for free. When it asks you to buy the level pack the price will be 0.00 your currency. http://www.boombagame.com/ It's nothing like The Living Dungeon but go have some more fun. It's free.
Hi Everybody. We just updated the game a little. Only thing anyone should notice is that the Merc voice acting for level 1 has been updated with more sensible voices. there are a few minor graphical fixes as well. mainly working hard on making the game network multiplayer. It's admittedly progressing slowly, but it's progressing and that's a good thing. Unrelated to this is that we still have about 30 codes for the DLC. So if you have the game, but not the e-book (the DLC). E-mail mail us. Tweet at us, or facebook us and we can give you a code. It's a good read. If we don't manage to do a specific post (probably because I'm busy playing games), then we wish you all a very merry Christmas, winter solstice, Star wars holiday (is anyone putting a deathstar on top of their tree this year?). More stuff and things will happen in the new year.
Hi everyone. A few of you eagle eyed types, noticed that the game updated yesterday. It's just a small update. The first version of the reference manual can be found in the pause menu. So if you want to pause and have a look at what you need to kill something or how you might die, that's in there. Planning to add reroll help on a page there as well but haven't finished that yet. Anything else people want in the manual. Just ask and we'll see what we can do. A few other bug fixes and tweaks, but nothing of note. We'll continue to do little updates while we work on the network code. All the best to all of you. Graham and Chantelle.
Hey everyone. A few simple tweaks today. Smoothed out the camera as some people found the flipping/rotation camera to be a bit jerky. Multiplayer is the default main game option now. This is just because the game is primarily a multiplayer with friends game, and we don't want to make people think the single playing is the main thing about the game. It isn't. Also laying groundwork for some future updates Thanks again for all the support.
Hi everyone. A few small updates. The Skip cutscene prompt is now more visible, so that it's more obvious you can skip the cutscenes once loading has finished. Particle effects on dice are updated to all be the same. Level 17 has been made easier. Other minor tweaks. In game manual isn't quite ready yet. Sorry about that but it's going to happen soon. Persistent camera in some modes will take some more time also. A note for people who for whatever reason are not getting updates. Steam shoulf let you manually get it, but ff Steam is being awkward you can copy out your save data from here... C:UsersYOURNAMEAppDataLocalLowRadiationBurn Keep in mind that AppData is a hidden folder by default so you'll need to click on. You can then delete your local content and redownload the game. Hope that helps. Thanks again to all of you who are supporting this game as it grows.
Hi Everyone. Another small update with number of fixes or changes. Fixed A.I. hang in multiplayer where the character couldn't decide on an action and the game did not progress. Fixed: Other minor issues that we or players noticed. Change: There is now no timer in puzzle levels. Multiplae requests for this. Finish fixing 16:10 res issues. Still to do. Speed up A.I. Bug Microsoft and Unity to try and get a workaround for Win 10 Xbox One controller issue. Loads of other stuff.
I wanted to say a big thank you to the steam community. We're really happy that most of you are enjoying our game, but we are also aware that there have been bugs. Some of which we are still working to fix. As you know there are only 2 of us full time here and we couldn't test the game on a large number of PC configurations, and you guys and girls have been fantastic. Rather than just shouting at us you have been patient, supportive, and helpful in tracking down some of these bugs so that we can eliminate them and make the game better for everyone. It really means a lot to us. We don't have a lot to give back at the moment except continued improvements to the game. For those of you helping us work through the bugs please e-mail us at support@radiationburn.net The least we can do is add you to the Additional testing section of the credits. Again. Thank you all of you.
Turns out we are still having an issue with a few resolutions. We are continuing to work on this but in the meantime the current build lets you use the unty resolution selector. 16:9 resolutions should all work ok. On 16:10 monitors the GUI will be a little stretched and innacurate but windowed will be fine. We're continuing to work on this but didn't want anyone to be unable to play the game while we sort it. Sorry for the inconvience for those of you who end up playing windowed mode today.
Hi everyone. Firstly I need to Clarify something. The game is ONLY LOCAL MULTIPLAYER currently. This is important to note as we don't want to mis-sell this game to anyone. It will be updated in the next couple of months to have online multiplayer but that isn't in this version. Bug fixes There is a new update which should sort out GUI problems for those of you with 16:10 aspect ratio monitors. This was a silly oversight on our part. Basically my fault. It should be fixed now, but please report any glitches you come across. Fixed the game for 16:10 monitors Fixed a couple of crashes. Fixed tutorial speech looping. few other minor fixes. Thanks for reading.
Hi everyone. Firstly I need to Clarify something. The game is ONLY LOCAL MULTIPLAYER currently. This is important to note as we don't want to mis-sell this game to anyone. It will be updated in the next couple of months to have online multiplayer but that isn't in this version. Bug fixes There is a new update which should sort out GUI problems for those of you with 16:10 aspect ratio monitors. This was a silly oversight on our part. Basically my fault. It should be fixed now, but please report any glitches you come across. Fixed the game for 16:10 monitors Fixed a couple of crashes. Fixed tutorial speech looping. few other minor fixes. Thanks for reading.
The Living Dungeon
RadiationBurn
RadiationBurn
2015-11-02
Indie Strategy Simulation Singleplayer Multiplayer
Game News Posts 34
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mixed
(25 reviews)
http://www.thelivingdungeon.com
https://store.steampowered.com/app/362290 
The Game includes VR Support
The Living Dungeon Linux [1.22 G]The Living Dungeon Mac [1.17 G]The Living Dungeon Linux 32Bit [1.17 G]
The Living Dungeon: Unearthed
Up to 9 players can take part in a battle of wits, luck, and skulduggery. Survive other adventurers, monsters, and the dungeon itself through combat, agility or dungeon manipulation. Only the strongest, fastest and smartest survive.
Each player has only 5 actions per turn. They then have only 2 fretful minutes to decide what to do with those 5 actions. Panic will set in. The possibilities and threats will become overwhelming. Your mind will freeze up! Your time is running out for you to complete your objective, but one wrong move could be fatal! There are just so many ways to die in The Living Dungeon.
Features
- Lots to Do: a thirty hour story mode, 4 multiplayer modes including Assassination, Head Hunter, Random Assassination, and Escape mode. All of that and you only need one controller.
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- Unique Gameplay: Mix Tactics, luck and wit to outplan and out manoeuvre your enemies. Kill them, or help them kill themselves.
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- Replay Value: The board layouts are generated randomly, so with A.I. biases and dice involved, no two games will ever be the same.
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- Drop In/Out Multiplayer: Oh no! Phone call in the middle of an epic game with 8 players! It’s ok. You can switch your character onto A.I. mode temporarily. You don’t have to stop the game.
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- Double Style: Play the game in a nasty evil dungeon, or a friendlier board game in a tavern. Two visual stylings to suit your mood.
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- Control The Dungeon: Your little sister came in and wants to join in right in the middle of an epic match. Why not let her take over the dungeon. That way you can bribe her to ensure your victory.
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- That’s Enough: You don’t need any more bullet points because this is a totally different experience and great fun. It’s also quite pretty.
IMPORTANT NOTE: This game is currently LOCAL MULTIPALYER ONLY , using a Hot Seat system. Networking will hopefully be added in a near future update but we do not want to mis-sell the game as there has been some confusion. We're sure most of you will love the game, but it is currently local multiplayer, and a 30hr single player story.
- OS: UBUNTU 16.04
- Processor: pentium i3Memory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Nvidia GTX 460Sound Card: any direct X equivelant soundcardAdditional Notes: Unity based. Scalable performance so older machines may be fine.
- OS: UBUNTU 16.04
- Processor: i5Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GTX 560Sound Card: any direct X equivelant soundcardAdditional Notes: Unity based. Scalable performance
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