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Super Dungeon Designer News

Dev Stream!

Introducing weekly dev streams! We'll be streaming Super Dungeon Designer every Friday at 7pm ET both here and on Twitch.

We're excited to show off the latest updates as we build some dungeons. Live streams will include dungeon building, new feature demonstration, testing, co-op gameplay, and we'll be interacting with the chat so feel free to come chat with us and share any questions or suggestions you might have about the game.

Give us a follow on Twitch to get notifications when we're live:

https://www.twitch.tv/squish_studios

Dev Stream!

Introducing weekly dev streams! We'll be streaming Super Dungeon Designer every Friday at 7pm ET both here and on Twitch.

We're excited to show off the new UI to everyone and share the latest updates as we build some dungeons. Live streams will include dungeon building, new feature demonstration, testing, co-op gameplay, and we'll be interacting with the Twitch and Steam chats so feel free to come chat with us and share any questions or suggestions you might have about the game.

Give us a follow on Twitch to get notifications when we're live:

https://www.twitch.tv/squish_studios

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

Progress Update


Hello Everyone,

We've made a lot of progress over the last few months so I wanted to share a big update showcasing where we're at and all of the exciting new features we have working. We will post more big updates here up through launch.

We're trying hard to build up a community right now so please Wishlist and if you want to be involved in development and stay up to date on play test opportunities, hop over to our Discord to chat with us!
Discord: https://discord.gg/HGmfz9g

Updates
  • We have up to 4 player Co-op working locally and online via Steam Remote Play Together! Dungeons can be saved and in the future labeled with the specific number of players needed to play them so you can make multiplayer dungeons that require players to work together to solve puzzles and complete them. The camera zooms out when players move away from each other, then turns to split screen when they get too far away. We're still refining this system, but we're so excited to have it working.


  • Full controller support while playing (not designing). This is especially helpful for local Co-op and so far we've found that most common controllers are compatible.

  • Lots of new decorations: Bookshelf, fountain, tombstones, pillars, multi-colored carpet, grates, more floor tiles, breakable pots/skulls that items can be placed in.

  • Teleport pads and staircases! Doors aren't the only way to transition rooms anymore.


  • Boss door and Boss Key(gif in the header). The Boss Door can only be opened if the player uses a Boss Key. Bosses are coming soon!

  • Gold Bow and Gold Bombs. These upgrades of the normal Bow/Bomb give the player unlimited Arrows/Bombs.

  • Heart containers. Adds one heart to your total hearts.


  • Statue enemy. The statue activates if the player gets too close. It shoots out fire balls in 4 directions that curve and follow the player.


  • Repeatable switches. We have repeatable switches for the Orb Switch and Floor Switch. Triggering these objects more than once will make any linked objects that can change states more than once do so. For example, if a Repeatable Floor Switch is linked to a Closed Door, the door will open when the player steps on it but close if they step off of it.


  • Room creation and expansion enhancements. We made it so if a new room is created it has walls and floor tiles by default. Expanding a room also expands the wall/floor tiles making it easy to edit rooms on the fly.


  • Lighting enhancements. We have dark rooms that get brighter as you light torches. We also added a glow to objects that light up like the statue enemy and the orb switch.

  • Arrow traps. The player can add an arrow trap to a wall tile, arrows will shoot out of the trap every few seconds. These arrows can trigger Orb Switches so it's possible to create some cool timed events using Repeatable Orb Switches.

  • Set starting health and collectibles. There is now a section to decide how many hearts the player starts with and if they start with any bombs/arrows/keys.

I think that's everything. We are continuing to work passionately to make this game the best it can be. This game needs a strong community around it at launch in order to be successful so we want to do whatever we can to foster that community. Please come join us in Discord and chat about what you would like to see in the game!

What's coming next?
  • A spoopy ghost!

  • Updated UI

  • Gold as a currency to collect

  • An NPC with a shop where players can use their gold to buy items in a dungeon

  • More enemies

  • Bosses

Much much more! We'll be having another limited time alpha test soon for anyone in our Discord channel so come join us if you want to play! Thank you to everyone who has wishlisted, we greatly appreciate your support and feedback. We can't wait to build and share some dungeons with you!

-Squish Studios