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Devlog May 2024

Hello dungeon raiders, I hope you are well since last time. Its time to take a look at the development of Neverlooted Dungeon.

Still polishing the game


As I announced last time, the game is now in the polish phase. The game is almost finished, but I continue to improve it until it finally reaches my level of requirements. My process is quite simple at the moment: I play and analyze the latest version of the game, I do some playtests and analyze the feedbacks, then I sort things to debug, improve, change, add, delete. Then, I work on a new version with the aim of improving the things with the most impact in a limited time. Once the deadline is reached, I finalize the game version, and I start the analysis and improvement loop again.

Full level 2 rework


One of the big challenges I tackled was the complete rework of level 2. For a very long time I found that this level was well below the others in terms of interest, because it was one of the oldest levels that I had created. And as it is important to confirm the interest of the game after an already very appreciated first level, it became urgent to take care of it. I started out simply reworking it, but it ended up creating a completely new level. The best parts of the previous level have been reused in this or other levels. It was a big challenge but according to my own tests and playtests, I think it was largely successful. Im also very happy to have completed this work in just a few weeks.


More life in the dungeon


Among the important improvements of the latest versions, I worked on the creation of new unique creatures, especially for the last levels. Indeed, certain levels were really lacking their creatures, whether for novelty and variety, but above all for the atmosphere and narration that they provide.
I started by creating a lot of creature placeholders with very coarse geometry and place them in the levels, and made a lot of tests. I finally really created several of them, including also some variations. There are now crabs, zombies, living statues, and many others which I will not talk about so as not to spoil their discovery. I am very satisfied with the result. In a future version, I will improve their animations, behaviors, and adjust their difficulty, in particular some of them are much easier to defeat than they should be. Here is a glimpse of some of them. You can find the cute crab in the latest version of the demo. [previewyoutube=yiA07VHrKuY;full][/previewyoutube]

Stronger focus on epic traps


Part of my goals in polish is to improve the Epic Tomb Looting aspect, particularly by improving and adding Indiana Jones-style epic trap rooms. I am improving and adding small puzzles too, more for the narrative and atmospheric contribution than for the real challenges, but dont worry, some optional puzzles will be real challenges. I have actually done things that I find really nice in the new level 2, here is a short preview: [previewyoutube=I51gK0vyirY;full][/previewyoutube]

New trailer in progress


In order to better highlight the latest developments and the work on the atmosphere, I started to create a new trailer. Its always the same structure based on the same musical track, on which I replace the clips with new ones. I think almost all the clips have been changed in this latest version. When the trailer is done, I will officially publish it and promote it. However, I have already put it on the Steam page, so if you visited the page lately you may already have seen it. Here is the current trailer, what do you think ? [previewyoutube=0QAYcVaumQ0;full][/previewyoutube]

Overall improvements


I also work on many things that are not necessarily visible, notably on fixing bugs or improving certain design elements. I also continue little by little to improve the art style, notably with work on textures and lighting. I would love to have time to improve some atmospheric elements, like adding a waterfall in the first level, more particle and light effects, more visual scene elements.


Visibility and festivals


In terms of the games visibility, Im happy because I feel like Ive finally managed to break through a bit. Ive been part of some festivals lately, and I started being really noticed, for instance with an article from Rock Paper Shotgun during the FPS Fest. I must now focus on making the best game possible, so that this visibility has a use when the game is released.

Demo update


I recently updated the demo to include the last improvements. There is also now a new small creature below the big stone bridge.

Roadmap


I am currently focusing primarily on improving the narration, with the addition of dialogues, notes, books, indirect and environmental narration, which I had always left at a minimum to concentrate on the gameplay. My other priorities are improving the UI to have something cleaner and more professional, and finding an illustrator to create the introduction art and various visual elements of the game. Besides, if you are a freelance professional 2D artist specialist in fantasy, do not hesitate to send me your references. My last really big challenge will be working on level 3. Several months ago I created a new version of this level, but I was never really satisfied with it. I would like to be able to combine the best of the existing level and this new version, to make it one of the best levels in the game. Then, there are still a lot to do, like improving the combat, balancing the economy, improving the art, and many other things to round out the corners and have the best possible experience. In terms of release, my current schedule is to aim for the end of the year around November/December. I think Im still on time, but with the incompressible delays for the localisation and its testing, I cant guarantee anything. There may also be the issue of overload of game releases at the end of the year that I should take into account.

Wishlist


https://store.steampowered.com/app/1171980 Have nice dungeon looting and see you later :)


[ 2024-05-05 08:07:11 CET ] [ Original post ]



Almost Epic Adventures™: Neverlooted Dungeon
Wild Mage Games
  • Developer

  • Wild Mage Games
  • Publisher

  • SOON
  • Release

  • Indie RPG Singleplayer
  • Tags

  • Game News Posts 24  
    🎹🖱️Keyboard + Mouse
    🎮 Full Controller Support
  • Controls

  • No user reviews

    (0 reviews)


  • Review Score

  • https://www.wildmagegames.com/neverlooted
  • Website

  • https://store.steampowered.com/app/1171980 
  • Steam Store

  • STORY


    Live the Almost Epic Adventures™ of a mighty adventurer who has just purchased the map of a mysterious dungeon from a shifty old man in a tavern. "It is said that the dungeon contains a legendary treasure, that has never been looted. Try your luck now, extraordinary wealth and eternal glory await you!". However, you feel like something is wrong since you entered the dungeon, and there may be a good reason why no one ever returned.

    ABOUT


    Almost Epic Adventures™: Neverlooted Dungeon is an adventure-exploration game with a unique and tense gameplay based on defeating hidden treacherous traps. Explore a massive dungeon filled with a wide variety of traps, that will keep surprising you throughout your descent into its depths. Meticulously placed by a deceitful dungeon master, they await imprudent adventurers. To survive, you better be careful about what you see, what you hear, what you touch, where you step, what you open, and even what you loot...

    With its physics-based traps and interactions, the game offers an immersive gameplay where your creativity will be rewarded. Whether you are a careful explorer, an outstanding acrobat, a clever adventurer, find your own way to progress and overcome the dangers. Throw an object to trigger a trap from a distance, block its movement with an obstacle, make a very risky jump, and much more, it's up to you.

    KEY FEATURES

    • Unique and tense exploration game focused on avoiding hidden treacherous traps.
    • Physics-based interactions and traps. Find your own way to overcome the dangers.
    • Dying is not the end. Restart the level, loot your corpse, try to progress even further.
    • Great variety of levels containing unique traps and triggers.
    • Satirical dark fantasy world filled with humor.
    • Tons of secrets to discover, tons of treasures to loot!

    About Wild Mage Games


    Wild Mage Games is an indie one man studio, crafting fantasy adventure games with love and against all odds since 2015. The studio was founded by “PhD gone Indie” Arnaud EMILIEN, to develop first person adventure games for PC, inspired by PC golden age games like Deus Ex, Thief: The Dark Project, Ultima Underworld, and by Dungeons&Dragons pen and paper RPG.

    MINIMAL SETUP
    • OS: Ubuntu 18.04
    • Processor: Intel core i5Memory: 2048 MB RAM
    • Memory: 2048 MB RAM
    • Graphics: Geforce GTX 760
    • Storage: 500 MB available space
    GAMEBILLET

    [ 5946 ]

    1.28$ (87%)
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    6.68$ (81%)
    16.97$ (15%)
    4.80$ (60%)
    15.29$ (15%)
    GAMERSGATE

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    0.45$ (77%)
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    9.0$ (70%)
    1.95$ (85%)
    6.8$ (66%)
    3.75$ (62%)
    2.25$ (77%)
    7.5$ (75%)
    0.38$ (92%)
    1.2$ (92%)
    20.09$ (33%)
    0.75$ (85%)
    9.89$ (51%)
    2.25$ (85%)
    6.4$ (60%)
    6.75$ (77%)
    1.88$ (62%)
    7.2$ (82%)
    2.25$ (85%)
    2.25$ (77%)
    1.8$ (80%)

    FANATICAL BUNDLES

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    HUMBLE BUNDLES

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