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2024 Review Devlog
First of all, let me wish you a Merry Christmas and a Happy New Year, and most of all an Happy Dungeon Looting.
The sound of hammers echoes in the depths of the dungeon, where I continue to work hard to prepare for the release of Neverlooted Dungeon. You probably already guessed it from the current date, the game will not be released in 2024 as I had planned. But I have not been idle, the game has progressed well. I even played last years version before writing this post, and the gain in quality is palpable. I tell you again, it would have been a shame to release the game last year, without these improvements. In this end-of-the-year devlog, lets review some of the major work accomplished in 2024 and discover my latest work.
This spring, I created a lot of new textures, using the amazing Material Maker software. I created a large number of textures for floors, walls, tapestries, stained glass windows, paintings, sculptures, and other decorative elements. This decorative and narrative elements really make the game more interesting to explore.
This spring too, I added several new monsters. Not only does this add some welcome variety, but their inclusion also greatly improved the atmosphere of the levels, making them feel more alive and immersive.
Some of the tested monsters didnt made it to the game, for instance I decided not to include this cute gelatinous cube.
This is my last creation. If you love to devour books, know that in Neverlooted Dungeon the books also love to devour you :)
This summer, I focused on the creation of the game ending, in particular to make it an interactive playable scene. I obviously cant tell you anything about it, but I put a lot of effort into it to reward looters who will reach the end. I had to create a lot of elements to do it, it took some time, but Im very happy with the result. I even added hidden alternate endings and small variations to reward the smartest among you :) The ending is almost in its final state, but I still have to find a voice actor to dub the voices, because I want it to be fully voiced. I have already received quite a few applications but, as always, recruiting someone always takes me a long time.
This fall, I have thoroughly reworked the behaviors of the monsters so that they finally can fight each other. Why? Well, attracting one enemy to another can be a good way to get rid of them. Also, the rat summoning flute or the charm wand now allow you to give attack orders, which makes them even more useful. Do you want an army of rats to devour your enemies? Well, you can! Besides, the charm wand allows you to do really cool things in the last level, will you be able to discover them? ;)
For the past year, Ive been in the polish phase. The game is complete and playable, and with each version I improve different aspects according to certain priorities, whether its visuals, systems, level design, difficulty, narration, bugs, etc., until I am satisfied with the result. To do this, I created several custom evaluation grids, and with each iteration I play and evaluate the whole game, and I define the improvement priorities for the next build. For example, one of my current priority is a level design task that I call add more sand. Indeed, with all the systems and gameplay, the game is providing a large amount of toys to be played in the sandbox levels. But I find that some levels still lacks situations of use. My mission is not only to continue to improve the levels on various domains, but above all to ensure that they are all largely provided with interesting situations with which you can exploit the great possibilities of the systems. For example, but not limited to, more situations for climbing, searching, burning, breaking, physically interacting, sneaking, disarming traps, etc.
In the last devlog, I already presented you my work this spring of the whole rework of the level 2. And as I was working on the level 3 for my more sand update, I was still very bothered by the fact that this level structure was not exactly what I wanted. Indeed, for a long time this level was supposed to be two separate levels. Two years ago I had started to slit it in two separate levels but I had to put this project on hold. Then, this summer, I went back in this direction with some extensions of the level, to include the must have elements I had in mind, but also to test if the level split was still doable. Finally, this Fall, after a few day of prototyping the level split, I re-dedicated a few weeks on it to re-do it in depth and finally create the two levels that I had in mind from the start, using the different versions of the level, its extensions, and the stuff on hold. And now that I have finished this task I am really happy with the result, as I was also able to add more sand as I wanted.
These new levels are now really solid, and this task ends my major rework tasks. I still have minor improvements of the other levels to do, but nothing as radical as a complete rework. With all these changes, I sometimes think that it would be interesting to publish one day the different versions of the game in a kind of playable making of, where you could play the various versions of the game with some dates and explanations, to discover its evolution. What do you think?
Among the flaws criticized in the game, it was often the combat that came up. I spent some time to correct some aspects, in particular on the reactivity of the inputs to chain attacks and parry. There is still work to be done on the balancing of stamina. Do not hesitate to tell me what you think.
I worked with Alexandre Scir on the music, in order to give him relevant feedback to finalize the soundtrack. I also created new mixing and fading tools to make the loops as invisible as possible and further enhance the immersion.
As always, a lot of bug fixes and various improvements. In this regard, I would like to thank everyone who take the time to report bugs. I was a bit behind in support and a major bug was reported over 40 times in September! I finally released an update to fix it. Please continue to report bugs, I always end up fixing them :)
The demo has exceeded 178 reviews, and they are 99% positive! Thanks to everyone who left a review! If you didnt yet, dont hesitate to do it to help. I read them carefully to know what you like and what needs to be improved.
All these positive reviews confirm that my particular game, mixing several genres and influences of classic games, seems to convince you, and I am working hard to make the rest of the game live up to your expectations :) LEAVE A REVIEW -> https://store.steampowered.com/app/1394770
This fall and winter, it was the occasion to re-enable the (optional) Halloween-special and Christmas-special versions of the demo. If you missed Halloween change your computer date ;)
The Christmas special is still available throughout the month of January !
Finally, here are a bunch of screenshots to show you a little bit of what awaits you in the depths of the dungeon.
Theres still work to be done before release, including level improvements, final texts and localization, voice acting, some illustrations, optimization, debug, and finishing up small additions here and there. I wont risk giving an approximate date anymore, so itll remain Ill release it as soon as possible. Thanks for reading this long devlog. See you soon, Arnaud
[ 2024-12-31 17:44:13 CET ] [ Original post ]
Hello looters, here is the news from the dungeons depths.
Merry Christmas
First of all, let me wish you a Merry Christmas and a Happy New Year, and most of all an Happy Dungeon Looting.
Release date
The sound of hammers echoes in the depths of the dungeon, where I continue to work hard to prepare for the release of Neverlooted Dungeon. You probably already guessed it from the current date, the game will not be released in 2024 as I had planned. But I have not been idle, the game has progressed well. I even played last years version before writing this post, and the gain in quality is palpable. I tell you again, it would have been a shame to release the game last year, without these improvements. In this end-of-the-year devlog, lets review some of the major work accomplished in 2024 and discover my latest work.
Texture work
This spring, I created a lot of new textures, using the amazing Material Maker software. I created a large number of textures for floors, walls, tapestries, stained glass windows, paintings, sculptures, and other decorative elements. This decorative and narrative elements really make the game more interesting to explore.
Even more monsters
This spring too, I added several new monsters. Not only does this add some welcome variety, but their inclusion also greatly improved the atmosphere of the levels, making them feel more alive and immersive.
Some of the tested monsters didnt made it to the game, for instance I decided not to include this cute gelatinous cube.
This is my last creation. If you love to devour books, know that in Neverlooted Dungeon the books also love to devour you :)
Interactive ending
This summer, I focused on the creation of the game ending, in particular to make it an interactive playable scene. I obviously cant tell you anything about it, but I put a lot of effort into it to reward looters who will reach the end. I had to create a lot of elements to do it, it took some time, but Im very happy with the result. I even added hidden alternate endings and small variations to reward the smartest among you :) The ending is almost in its final state, but I still have to find a voice actor to dub the voices, because I want it to be fully voiced. I have already received quite a few applications but, as always, recruiting someone always takes me a long time.
Monsters vs. Monsters
This fall, I have thoroughly reworked the behaviors of the monsters so that they finally can fight each other. Why? Well, attracting one enemy to another can be a good way to get rid of them. Also, the rat summoning flute or the charm wand now allow you to give attack orders, which makes them even more useful. Do you want an army of rats to devour your enemies? Well, you can! Besides, the charm wand allows you to do really cool things in the last level, will you be able to discover them? ;)
Level design improvement: More Sand
For the past year, Ive been in the polish phase. The game is complete and playable, and with each version I improve different aspects according to certain priorities, whether its visuals, systems, level design, difficulty, narration, bugs, etc., until I am satisfied with the result. To do this, I created several custom evaluation grids, and with each iteration I play and evaluate the whole game, and I define the improvement priorities for the next build. For example, one of my current priority is a level design task that I call add more sand. Indeed, with all the systems and gameplay, the game is providing a large amount of toys to be played in the sandbox levels. But I find that some levels still lacks situations of use. My mission is not only to continue to improve the levels on various domains, but above all to ensure that they are all largely provided with interesting situations with which you can exploit the great possibilities of the systems. For example, but not limited to, more situations for climbing, searching, burning, breaking, physically interacting, sneaking, disarming traps, etc.
Full rework of level 3 in 2 new levels
In the last devlog, I already presented you my work this spring of the whole rework of the level 2. And as I was working on the level 3 for my more sand update, I was still very bothered by the fact that this level structure was not exactly what I wanted. Indeed, for a long time this level was supposed to be two separate levels. Two years ago I had started to slit it in two separate levels but I had to put this project on hold. Then, this summer, I went back in this direction with some extensions of the level, to include the must have elements I had in mind, but also to test if the level split was still doable. Finally, this Fall, after a few day of prototyping the level split, I re-dedicated a few weeks on it to re-do it in depth and finally create the two levels that I had in mind from the start, using the different versions of the level, its extensions, and the stuff on hold. And now that I have finished this task I am really happy with the result, as I was also able to add more sand as I wanted.
These new levels are now really solid, and this task ends my major rework tasks. I still have minor improvements of the other levels to do, but nothing as radical as a complete rework. With all these changes, I sometimes think that it would be interesting to publish one day the different versions of the game in a kind of playable making of, where you could play the various versions of the game with some dates and explanations, to discover its evolution. What do you think?
Combat improvement, again
Among the flaws criticized in the game, it was often the combat that came up. I spent some time to correct some aspects, in particular on the reactivity of the inputs to chain attacks and parry. There is still work to be done on the balancing of stamina. Do not hesitate to tell me what you think.
Finalizing the music
I worked with Alexandre Scir on the music, in order to give him relevant feedback to finalize the soundtrack. I also created new mixing and fading tools to make the loops as invisible as possible and further enhance the immersion.
Technical debt
As always, a lot of bug fixes and various improvements. In this regard, I would like to thank everyone who take the time to report bugs. I was a bit behind in support and a major bug was reported over 40 times in September! I finally released an update to fix it. Please continue to report bugs, I always end up fixing them :)
Demo reviews
The demo has exceeded 178 reviews, and they are 99% positive! Thanks to everyone who left a review! If you didnt yet, dont hesitate to do it to help. I read them carefully to know what you like and what needs to be improved.
All these positive reviews confirm that my particular game, mixing several genres and influences of classic games, seems to convince you, and I am working hard to make the rest of the game live up to your expectations :) LEAVE A REVIEW -> https://store.steampowered.com/app/1394770
Seasonal fun
This fall and winter, it was the occasion to re-enable the (optional) Halloween-special and Christmas-special versions of the demo. If you missed Halloween change your computer date ;)
The Christmas special is still available throughout the month of January !
Bunch of screenshots
Finally, here are a bunch of screenshots to show you a little bit of what awaits you in the depths of the dungeon.
Roadmap
Theres still work to be done before release, including level improvements, final texts and localization, voice acting, some illustrations, optimization, debug, and finishing up small additions here and there. I wont risk giving an approximate date anymore, so itll remain Ill release it as soon as possible. Thanks for reading this long devlog. See you soon, Arnaud
[ 2024-12-31 17:44:13 CET ] [ Original post ]
Almost Epic Adventures™: Neverlooted Dungeon
Wild Mage Games
Developer
Wild Mage Games
Publisher
SOON
Release
Game News Posts:
25
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
No user reviews
(0 reviews)
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
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