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Dungeon Alchemist News

Update on "Magic!" - Delay Announcement

Dear .DAM Fam,

We regret to inform you that the release of "Magic!" will be postponed for an undetermined amount of time.

During our testing phase, we encountered a critical limitation with the current version of Unity used in Dungeon Alchemist. The resolution requires an upgrade to a newer version of Unity, a process that is proving to be time-intensive and complex.

We understand the anticipation and excitement surrounding this update, and we are committed to resolving this issue promptly. We sincerely appreciate your patience and understanding during this time. Thank you for your continued support.

Warm regards, The Dungeon Alchemist Team

.DAM Challenge Stream - Siege


The Dam Challenge is a bi-weekly mapmaking challenge hosted across our various stream platforms and Discord. Join the stream to learn more!

The Print & Delivery Patch

New features:
  • In this update, we introduce our partnership with Kraken Wargames: you can now order a map for print & delivery on high-quality material directly from Dungeon Alchemist! You can also convert older maps to this format by selecting the "Order for Print & Delivery"" export option in the export window. Making an epic-looking map for your campaign has never been easier!
  • We have considerably reduced the initial loading time of the app. It should now load in seconds instead of minutes.


Bugfixes:
  • Fixed the issue that caused some imported assets to be invisible on the map.
  • Fixed a flickering issue with video export for Fantasy Grounds.


The "Treasury" Update is Live!

It's time to embark on another adventure, because vast new riches have arrived from foreign shores, and someone REALLY needs to go loot them. The Treasury update brings tons of new, shiny, sparkling things for you to toy with, but also multiple other new features and improvements. Check out the trailer below:

[previewyoutube][/previewyoutube]

Let's go over the biggest changes in this update.


Custom Asset Importer

The Treasury update ships with a custom asset importer, allowing you all to import and configure your own 3D models. If you're a 3D modeller and you have some models lying around that you would like to import, read this guide for more info on how to do this.

We currently only have an elaborate guide for Blender, so if you use another 3D modelling program, feel free to expand The Wiki with a guide for your tool of choice.

You can now configure your own assets!

And once the models are imported and configured, you can easily share them on the Steam Workshop, so other people can use them! This opens up a whole new world of possibilities for Dungeon Alchemist, as you're no longer limited to the assets we provide.

Share your assets with the world


600+ New Assets

This update ships with a whopping 600+ new assets. These include of course tons of treasures, but also an absurd amount of foodstuffs, a greenhouse, a magic lantern, a foreboding necrotic gate and a harp. As usual, you can check out all the new assets from the different New categories found in the object menus.

Money money money!


Overlays & Trace Images

We added an overlay menu that allows you to place labels, frames and other things on top of your map. It's a fun new way to bring your map to the next level and give it a bit of a personal touch.

Muki's bakery, now with labels

Additionally, you can also configure a trace image here that will be overlaid transparently on top of your map, allowing you to use this image as a template to model your dungeon on. This is a quick and easy way to remake a battlemap you downloaded in Dungeon Alchemist!

Trace overlays allow you to recreate battlemaps in Dungeon Alchemist


Openable Chests & Cupboards

A selection of objects such as chests and cupboards can now be opened and closed, and you can even put stuff inside of them! And close them again! And move them around with its content inside! Wow!




Support for AboveVTT & Fantasy Grounds Video


As we want to support as many VTTs as possible, we have improved our export functionality:
  • Added support for AboveVTT
  • Added support for video export for Fantasy Grounds



Quality-of-life Improvements


As usual, we also added a bunch of quality-of-life improvements:

  • You can now scale objects infinitely by turning collisions off in the object menu. The era of "place max scaled object on other object and scale that one" is finally over.
  • When starting Dungeon Alchemist, the last OPENED map will now be re-opened automatically instead of the last SAVED map.
  • Show a warning when opening a map from the workshop when you have unsaved changes.
  • Added scrollbar to the object menu. Hooray!
  • Added a hotkey (Ctrl+Shift+X) for the Erase Objects functionality.
  • Added warnings for when you try to export an image/video for Foundry if Foundry does not support an image/video that large.



What's Next?


Dungeon Alchemist remains a work-in-progress, and we will keep on implementing new features from the Kickstarter stretch goals, and more! If you want to be the first to know what's coming up, join our Discord, as we'll be posting teasers there as soon as we're ready.

Until then, enjoy your gold, treasures, labels, frames and custom assets, and be sure to submit your map for the next .DAM Challenge for a chance to get featured in the Cartomancer Chronicles.

Stay tuned for the next chapter in the Dungeon Alchemist adventure: "Magic"!

Yours in Cartomancy,

The Dungeon Alchemist Team

The "Everything is Lava" Update is Live!

Hi everyone!

With winter (almost) behind us, it's time to focus on the future, and as you all know, the future is SCORCHING HOT! And our "Everything Is Lava" update is here to bring that heat to your next roleplaying campaign!

This update comes with two new terrain types (Caves and Skeletal Plains), hundreds of new objects, free vertical movement, pits, a newspaper and much, much more.

Check out the trailer below for an overview:

[previewyoutube][/previewyoutube]


Caves & Skeletal Plains


The biggest feature of this update is the long-awaited addition of caves! For starters, we added a dedicated cave biome, along with multiple elevation settings such as labyrinth, burrow, ridge and tunnel, as well as multiple vegetation settings such as glowing mushrooms and crystals.

But we didn't stop there! We also added cave support to all existing terrain types! You can go to the Cave Tab in the terrain menu and draw a cave area on any terrain. This will raise the terrain to max level and will allow you to carve a cave out of this area. This allows you to make a forest with a small cave on the side, for example.

A cave in the snow terrain type

Finally, as a bonus, we also added a new Skeletal Plains terrain type:

Someone took a wrong turn


Organic Rooms


Organic rooms are a new AI room type that is used by default in the Caves terrain type, but can also be used in other terrain types.

Organic rooms will not spawn any walls or floors, and will follow the shape of the terrain. They will not flatten the terrain, and will place objects against natural walls such as the walls of the cave or the edge of a ravine.

An organic dissection room in a cave


Cartomancer Chronicles - a Dungeon Alchemist Newspaper!


When we launched our Steam Workshop, we would never have guessed that so many people would start uploading incredible creations. With almost 3k maps uploaded after half a year, it gets increasingly harder for new maps to get noticed.

That's why we launched the Cartomancer Chronicles, a newspaper for Dungeon Alchemist that will put a spotlight on community creations that deserve it. Every week, we'll handpick our favourite new map of the week and let people know about it. We'll also feature the .DAM challenge in the newspaper. Finally, it'll also contain tips & tricks, announcements of any kind and other cool stuff! A new edition will be released every Monday, and you can read it right from within Dungeon Alchemist!

Be sure to press that Like Button below the map of the week to show your support for the incredible efforts of our community!




Pits


We added a new room type called pits to Dungeon Alchemist. Pits are rooms that lie below zero and that allow you to add some height differences to your maps until we add full-fledged support for rooms on multiple levels.

A small hamlet with a canal flowing through


Quality-of-life Improvements


As usual, we added several quality-of-life improvements, some eagerly awaited by a lot of our users:


  • You can now override the vertical position of any object by turning collisions off in the object menu and then using the vertical arrow to place the object on any height. Ultimate freedom of movement is finally at your fingertips!
  • You can copy & paste the configured properties of an object (for example, light color or open/closed door) by selecting it and clicking Edit > Copy Object Properties or hitting Ctrl+C. You can then paste these properties in a wide area, which will result in all objects getting the same settings. No more turning off all lights manually!
  • Bridges, huts and other large objects will now level the terrain and remove objects below them, making them much easier to place. You no longer have to painstakingly match the terrain height on either side of the bridge, as we'll do it automatically for you.
  • Some objects such as the new rails and pipes will now snap to each other, making it very easy to construct connected rail paths or sewers. Some older objects such as the modular bridge parts will do this as well!
  • Added functionality to easily hide the grid from the View Menu.
  • Added functionality to disable all nature animations from the View Menu.



A Wiki!


We created a Wiki to collect info and know-how about Dungeon Alchemist. Our goal is to make it the go-to place for any info about Dungeon Alchemist, including lesser-known functionality and tips & tricks. Until now, most of this has been shared on our Discord, but not everyone uses Discord and we want to share this knowledge with our wider community.

Wiki's are a community effort, so we will not be building all of it on our own - we're counting on industrious fans to give us a helping hand! If you feel up for it, go ahead and expand the wiki with anything you might know about our app.


What's next?


This update came much faster than the previous one, and this was because a lot of the effort was already done behind the scenes during the development of the Winter Wonderland update. We're very happy that we can finally say that one of the most-requested features from the start (caves) is now properly supported by our app.

But what's next? We still have a bunch of stretch goals to finish. If you want to be the first to know what's coming up, join our Discord, as we'll be posting teasers there as soon as we're ready.

Until then, enjoy your caves and skeletal plains, and be sure to submit your map for the next .DAM Challenge for a chance to get featured in the Cartomancer Chronicles!

Yours in Cartomancy,
The Dungeon Alchemist Team