Do Rats Dream of Unlocking Doors?
Hi everyone,
Hope you are all well and safe. We are working on the last bits and pieces of the game before Early Access release later this summer.
The most important development is the introduction of locked chests and of course lock picking. Lock picking happens through a thievery skill check. You lose a precious lockpick with every failed attempt, so some might consider it is wise to gain thievery skill. But don't worry if you do not fancy building a thief character, you can always choose to bash the chests too, keeping in mind the risk of breaking what is inside.

You can buy lock picks from the Adventurer’s Guild, find them in bookcases, barrels, chests, or loot them from slain enemies.
We added wandering monsters to the dungeons. If you finish all the monsters of the explored dungeon and you walk around to regenerate stamina, there is a chance that a wandering monster may spawn and come after you.
Another important thing we changed is enemy behaviour with doors. Now some enemies like rats and snakes can't open doors. Before that, every enemy could open the doors and it was not logical that a bat could open a door and follow you. This was something that we meant to change eventually but lost in the mazes of game development. We are happy that it finally came through because it enables interesting tactics, like making a slime follow you into a room, sprint to the door and close it, trapping the slime inside.
We finished working on the UI for the skills and now doing lots of testing to see that all perks work as they are supposed to.

We also concluded work on the dungeon we mentioned last time, where you come to save the princess of a town. Her father will assign you this mission if you manage to reach 75 reputation points in a certain town. Amazing riches wait for you there in the last room where the princess is held captive, provided that you manage to make your way through the unfriendly stone golems throwing head size stones at you.
Hope you are all well and safe. We are working on the last bits and pieces of the game before Early Access release later this summer.
The most important development is the introduction of locked chests and of course lock picking. Lock picking happens through a thievery skill check. You lose a precious lockpick with every failed attempt, so some might consider it is wise to gain thievery skill. But don't worry if you do not fancy building a thief character, you can always choose to bash the chests too, keeping in mind the risk of breaking what is inside.

You can buy lock picks from the Adventurer’s Guild, find them in bookcases, barrels, chests, or loot them from slain enemies.
We added wandering monsters to the dungeons. If you finish all the monsters of the explored dungeon and you walk around to regenerate stamina, there is a chance that a wandering monster may spawn and come after you.
Another important thing we changed is enemy behaviour with doors. Now some enemies like rats and snakes can't open doors. Before that, every enemy could open the doors and it was not logical that a bat could open a door and follow you. This was something that we meant to change eventually but lost in the mazes of game development. We are happy that it finally came through because it enables interesting tactics, like making a slime follow you into a room, sprint to the door and close it, trapping the slime inside.
We finished working on the UI for the skills and now doing lots of testing to see that all perks work as they are supposed to.

We also concluded work on the dungeon we mentioned last time, where you come to save the princess of a town. Her father will assign you this mission if you manage to reach 75 reputation points in a certain town. Amazing riches wait for you there in the last room where the princess is held captive, provided that you manage to make your way through the unfriendly stone golems throwing head size stones at you.