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Warthogs, flames, item pickup, music and enhancements!

Hello Future Dungeon Designers!

It's funny how time flies, we've been heads down working hard on the game and getting ready for our next convention. It has been some time since we last posted an update on our Steam page. I am going to try to post here more regularly, but rest assured we are hard at work.

If you haven't jumped in yet, join us in the Super Dungeon Designer Discord Channel! https://discord.gg/cxcUPts

One area that has been in need of some love is our UI. We have finished creating all of the art pieces for the new UI and I'm excited to share that with you soon. We'll be looking to get that implemented in the game very soon and I'll share another update when we do.

We recently brought on a composer to create custom music for the game. We'll be creating a new trailer soon with the new music and UI once they're both ready!

Now, let's get into some of the things we have added since our last update.


This is our Warthog enemy. Whenever the player is in front of him (standing in the same row or column as him) he will charge in a straight line towards the player and break any breakable objects in his path. This enemy could be a fun way to create some puzzles where you need the player to spawn a warthog via the linking system, then guide him towards a cracked wall to proceed.


A living flame! This new enemy will only move diagonally unless chasing the player and has no knockback when hit. The living flame will always jump towards the player if they are one tile away. If the living flame is one tile way from a torch, it will happily jump onto it and light it (and trigger any links the torch is set to, such as opening the door in this gif).


Items now appear above the player's head for a second when picked up, making it easier to see what cool goodies you just snagged.


Lastly, there is now a highlight box that follows your cursor when designing your dungeon. This makes figuring out where an object is going to be placed much more intuitive. It works for the bigger objects like the fountain too!

There have been lots of other little tweaks and some reworks on the backend as well. I'm hoping that once we get the new UI in we can do a Steam playtest with all of you so we can start incorporating your feedback into the game and squash some bugs together. I'm hopeful we'll be able to do that in the next couple months. Thank you for your patience as we continue to add-to and refine the game. We can't wait to see what puzzling and challenging levels come from the community as we begin designing dungeons together soon. Leave a comment here and let us know what feature you're looking forward to most.

- James
Squish Studios