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If you like Golden Krone Hotel, you can thank the Seven Day Roguelike Challenge which spawned it. I've been doing 7DRL for 10 years now.
This year I decided to try something a bit strange: a rhythm game. The official judging process has concluded and somehow my game Conga Dungeon ranked #1. I urge you to check out the games. There are a ton of amazing entries.
Along with Conga Dungeon and three GKH updates over the last year, I've also been working here and there on expanding Leyliner, a cross between a traditional roguelike and a deckbuilder. We just put out v1.4 and the game now has over 90 cards.
This update fixes several bugs and balance issues introduced in v1.10 as well as fixing the lag when encountering lots of monsters/obstacles (pretty noticeable sometimes on Steam Deck).
One big UI issue was the lack of potion tooltips when playing on controller or Steam Deck. All menus with potions now show the full potion tooltip. So with these two improvements to Steam Deck playability, I can say without reservation it's a damn great experience on that platform.
One other neat feature: you can mark Hawker items to buy later.
Gameplay changes:
This update includes full Steam Deck support including achievements, solid controls, and controller rumble. Golden Krone Hotel already played well on controller and it's now a great fit for Steam Deck. The only known issue: there's occasional lag in some areas with a lot of monsters or animated tiles; I hope to address this in the future.
A new branch, 3 new spells, and 5 new monsters have also been added.
Significant changes were made to the game's overall strategy, which now makes it easier to plan out your run but trickier to kill later bosses (which previously felt a bit too easy). Read on for even more...
If you're keeping track, this is the 5th major update since I claimed I wouldn't update the game again. Woops.
Hello, my Kronies!
Since the release of v1.9, I've actually been pretty busy with work on Leyliner.
A few months ago a player informed me that the controls were completely borked on Steam Deck. I ordered a Steam Deck immediately and just got mine in the mail a few days ago.
Good news: I've been able to push out a quick build on the experimental branch that appears to work surprisingly well on Steam Deck. Controls work flawlessly out of the box. It's a pretty great experience from my limited testing.
Bad news: there are definitely a small handful of issues and I don't have time to fix them for at least a few days:
Thanks to all who joined the v1.9 beta. It's now fully live.
v1.9 introduces an explosive new branch plus many new spells and abilities. A huge number of small tweaks and improvements have been included.
This is a followup to the last announcement that v1.9 is live on the experimental branch. Here are a few fixes and tweaks to that: Major
tldr: You are invited to come beta test the v1.9 release which you can access in Steam through Golden Krone Hotel -> Properties -> Betas -> experimental.
Back again with a sizable update right before Halloween.
ALSO. This weekend is the 2021 Roguelike Celebration! I'll be giving a talk on Saturday, October 16th. Golden Krone Hotel is also featured in a Steam sale tied to the celebration. Check it out!
I know I said last July that I would no longer update the game. That's generally true as far as big content updates go, but I've wanted to tackle a few quality of life issues.
Several things I want to share today:
The Valentine's Weekend Competition is over. You can see the leaderboards here: http://www.goldenkronehotel.com/valentines.php You might notice a particular participant there a lot: me! I never realized how fun the game is with turn restrictions. And the winning runs were quite surprising. Sub-2000 turn wins!?! I don't think anyone of us realized what was possible before this competition. Congratulations to LuckyLuckLuc, Tone, and zxc. The turnout was a bit lower than I expected, so I still have 1 key for Rogue Empire. The first comment requesting the key will get it.
We're running another Valentine's competition starting Valentine's Day (Thursday) and going all weekend.
This time, it's all about trying to get the lowest turn count. To win, simply beat the game with at least 4 rings and try to do so in the fewest number of turns. You have four days to do so.
Congrats to emikaela for last night's win. The final night of the Halloween contest is about to begin! Tonight's disguise is CULTIST kronecultist A few reminders about the rules:
Congrats to IceBox and LuckyLuckLuc for winning times on NORMAL and DESPAIR last night respectively. The 2nd night of the Halloween contest is about to begin! Tonight's disguise is MERCHANT A few reminders about the rules:
The Halloween contest is about to begin! Tonight's disguise is BERSERKER A few reminders about the rules:
Three races, three chances to win
Golden Krone Hotel has been fully released for one year! To celebrate, we're running a friendly little contest.
Be the first player to race to the top of the hotel to win.
The contest takes place over 3 nights (10/29 - 10/31) and starts precisely at 10pm EDT each night. Your run must start on or after that time.
A really quick announcement: I've pushed a very small but important bugfix update to address issues in the update from last week. Basically, the previous update attempted to fix an issue which would occur if you saved in a treasure room in the Underworld. After loading the save, subsequent levels would be corrupted because they were using the wrong level size. In an attempt to fix that issue (which was fairly rare), I introduced a bug where several of the regular levels would be corrupted. Uh oh! Sorry to anyone that got tripped up by this one. It didn't come up in 3 weeks of testing. If you do see any other weirdness, please let me know! The second change is that, after selecting a new zoom level in the Options menu, the selection stays on zoom instead of jumping all over the place.
As I said in the last announcement, I'm winding down the major content updates to Golden Krone Hotel but bug fixes are still fair game. In this update, I've fixed a really weird bug with winning the game, added some cool effects to the Big status, and added one new disguise (I couldn't resist). The new disguise is the Apothecary. Easily the hardest start to the game, this disguise is also potentially the best in the late game. Full change log below.
Some roguelikes never cease development. Well, this ain't one of 'em.
When Golden Krone Hotel was released last October, it was absolutely a complete experience, but a handful of things never made the cut. With this last update, the game is as exactly as I envisioned when I first decided to expand it from its humble Seven Day Roguelike origins.
Six new branches have been added bringing the total number of floors on each run to 27! Controller support is finally here as is clouds saves. Nine new achievements were added.
Hawkers are now friendly so you don't have to tip toe around them.
Several new monsters are introduced with this update including the Devourer, a vampire that can teleport to pools of blood. Other vampires now drink blood off the floor just like the player does.
The Underworld has been reworked to make it more varied, interesting, and fun.
Lore is now permanently collectible and a ton of books, conversations, and even a world map has been added.
A hotel map provides the location of hawkers, chests, and bosses.
New spells, new potions, and a new vampire ability are in the mix.
Dozens of other changes listed below....
The 2018 Seven Day Roguelike Challenge ran from March 3-11. As I've said before, 7DRL is a big deal for me and I wouldn't be on Steam without it, so I try to participate every year.
The challenge has a formal review process and that process just wrapped up today. It turns out my game DEAD FACE did very well this year, getting the top score. To be clear, 7DRL is not a competition. But I'm still ecstatic!
http://www.roguetemple.com/7drl/2018/
In other news, I am getting very near to completing the last update to Golden Krone Hotel. It's a big one and will require some testing. Stay tuned.
Thanks to everyone who joined the competition! We got a great response and lots of solid runs. Player skill was clearly higher than last time and almost all the top scores had extended Underworld visits. I think the number of Twitch followers for the game doubled in the last 3 days too! Here are the leaderboards: http://www.goldenkronehotel.com/valentines.php A few note about calculating results. Some people dominated the charts, but only one prize per participant. I've gone in order of score to preserve the WOW factor of some of these insane runs. Some categories will have multiple winners because I kept counting when encountering past winners.
Thanks to everyone who joined the competition! We got a great response and lots of solid runs. Player skill was clearly higher than last time and almost all the top scores had extended Underworld visits. I think the number of Twitch followers for the game doubled in the last 3 days too! Here are the leaderboards: http://www.goldenkronehotel.com/valentines.php A few note about calculating results. Some people dominated the charts, but only one prize per participant. I've gone in order of score to preserve the WOW factor of some of these insane runs. Some categories will have multiple winners because I kept counting when encountering past winners.
If there's one day out of the year on which you absolutely must play Golden Krone Hotel, it's Halloween. But if I'm allowed to pick two days, Valentine's Day would also be included. Why?
It's a game about blood of course. Hearts pump blood. And hearts represent Valentine's Day. There's more.... but to say any more would spoil it.
So where were we? Ah, yes. COMPETITION TIME! The competition starts on Valentine's Day (2/14) and runs until 2/16.
Of the 12 classes in Golden Krone Hotel, 4 could really use some more love and we're going to give it to them.
If there's one day out of the year on which you absolutely must play Golden Krone Hotel, it's Halloween. But if I'm allowed to pick two days, Valentine's Day would also be included. Why?
It's a game about blood of course. Hearts pump blood. And hearts represent Valentine's Day. There's more.... but to say any more would spoil it.
So where were we? Ah, yes. COMPETITION TIME! The competition starts on Valentine's Day (2/14) and runs until 2/16.
Of the 12 classes in Golden Krone Hotel, 4 could really use some more love and we're going to give it to them.
This small update fixes the Throw bug, makes Despair mode slightly easier, and the end game slightly harder.
This small update fixes the Throw bug, makes Despair mode slightly easier, and the end game slightly harder.
The original soundtrack for Golden Krone Hotel has been released as DLC: http://store.steampowered.com/app/738980/Golden_Krone_Hotel__Original_Soundtrack_by_Christopher_Loza/ It's 15 tracks, 38 minutes long, two bucks. The store page has a samples of each song. I think you'll enjoy it. :) It's on sale for a couple of days.
Quick note first: the game is out and on a 20% launch discount for one week. Go grab it now! Last night's release party was amazing. The crowd was fun, the questions were good, and the streams were absolutely on point. Thanks to everyone who showed up! Thanks again to Esty and Massack for streaming. You can go check their recorded video from the party here and here.
In preparation of Golden Krone Hotel's full release on Thursday, I have pushed one last update. This is mostly polish stuff, but some of it is quite cool!
After 3 years of development and 1 year in Early Access, Golden Krone Hotel is shedding that EA label and fully launching on October 26th at 6pm EDT.
The last year been a blast. The community has been great and you've helped the game evolve to be so much more than what it was last October.
I have a little party planned for release night. I'm going to hold a competition and give away keys (both randomly and for the competition winners). Please come join us and tell your friends.
http://www.goldenkronehotel.com/releaseparty/
See you there!
I hope you're sitting down for this one.
HOLY CATS, WE'RE LEAVING EARLY ACCESS NEXT MONTH.
This month it's all about playing the way you want to play. That means Mac and Linux support, tools to prevent stupid deaths, keyboard examine, ASCII mode, and optional 8-way movement.
The final class has been added as well: Berserker. With the highest starting strength of all the disguises and an ENRAGE spell, you'll surely wreak havoc on the hotel. That brings us to 12 classes and 19 achievements to collect!
Maybe you've seen some of the newer branches (Grotto->River->Maelstrom) and wondered where they were leading to? Well here's the answer.
This update introduces the UNDERWORLD, an infinite series of levels filled with ice, lava, demons, procedural monsters, the craziest boss fight in the game, and pain. Lots of pain.
The central set piece of the Underworld is a fight involving Fire Mother, Ice Father, and 7 Demon minibosses (one for each day of the week). I don't want to spoil anything, but I'm super excited about this encounter.
And that's not counting six new demon monsters. Highlights include the Demon Ghoul which only attacks when you're injured and the Demon Viper which can poison/confuse/delude you all at once. Unsurprisingly, demons drop "demon blood", which can grant demonic abilities and heal you, even above max HP.
Lastly, the coolest part of the Underworld is that it goes on forever. In each level after the first you'll find a Baron, a randomly generated boss. These guys have random attack types, resistances, spells, and even sprites!
Party time
To give you an extra leg up, each collectible ring now has powerful effects. Collecting them will be crucial to surviving the horrors of the Underworld.
A new class has been added. In a departure from the typical design, the Light Mage has a permanent effect: your character always glows. Stealth is nearly impossible, but several areas of the hotel become easier to navigate. This class also starts with a Celestial Essence (probably the most powerful potion) and a brand new spell, FOCUS.
Other changes include more satisfying enemy deaths, new sound effects, some tweaks to the Fane encounter, and several bug fixes.
Boom goes the dynamite. ːkroneboomː
Golden Krone Hotel now has Steam Trading Cards. There's 5 cards, a badge, 3 backgrounds, and 10 emoticons ːkroneprincessː ːkronetoadː ːkronecultistː to collect. Apparently, I forgot you also have to check a box to tell Valve your game has trading cards and achievements (even though it clearly already knows that). So... I've checked those boxes. Now you can see the features are present on the store page. Woot!
Some of you may have already been awarded cards for your playtime. This is really good, as I was initially concerned that recent changes to Trading Cards might prevent the cards from dropping completely for games like this one. Fortunately that's not the case.
Here we go with a pretty huge update!
The newest branch is THE MAELSTROM, an everchanging dimension that spawns portals to random locations throughout the Hotel. Frankly, this branch is heavily inspired by DCSS's Abyss. There's several ways to get to the Maelstrom and not all of them are voluntary...
The Merchant was added, a new disguise that starts with 4 unidentified potions.
Five monsters have been created including Goblin Anarchists, Prismatic Masses, and three kinds of Toadstools (wandering mushrooms that shoot various types of poison).
And there were plenty of small changes. This month, I reviewed dozens of old (and new) Let's Plays with a more critical eye. Polish has been added with the goal of making mechanics easier to learn, easier to understand, and simply more fun.
Golden Krone Hotel now has 14 achievements. There's an achievement for beating the game with each disguise and an achievement for killing each boss. I might add a few more over time. A little explanation on this update: I was planning on releasing it as part of a larger update. However, as soon as I configured achievements in Steamworks I realized they were publicly visible. Uh oh! In other words, people could see the achievements, attempt to get them, and be hugely disappointed because the code wasn't setup to activate them yet. I rushed this one out to prevent any letdowns like that. Now I'm off to work on that next update. Enjoy!
Due to popular demand, Golden Krone Hotel now has morgue files and an online leaderboard. This update also brings 3 new monsters, a new class and branch as usual, and... bounciness?!?
While testing some jumping behavior for the Toad, I realized the animation looks a lot more lively by having all characters bounce around like they're all on pogo sticks. I've made the "bounciness factor" an option, but by default I'm going to add in at least a little bounce. It'll be interesting to see how people like it!
The 2017 Seven Day Roguelike Challenge ran from March 4-12. I owe a lot to 7DRL and wouldn't be on Steam without it, so I try to participate every year. This time around I made a wacky zombie survival game called Zurvivors. Anyway, the review process wrapped up today. You can view all the results here. I'm back into Golden Krone Hotel development and am currently working on morgue files. I plan to have an update out by the end of the month.
Changelog:
There were a few bugs lurking in 0.7, so I've fixed those. Changelog:
Version 0.7 is here! There's a tutorial, a new branch (the Gallery), new monsters, a new boss, and level generation has been rewritten completely.
The first big update for Golden Krone Hotel has been released! Version 0.6 includes several content additions, control enhancements, and a save system.
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