1. Shattered Pixel Dungeon
  2. News

Shattered Pixel Dungeon News

Coming Soon to Shattered: A New City Quest!

(For the best viewing experience, please read the original copy of this post on Shatteredpixel.com)

Hey folks!

v3.3 released a little while ago now, and (after the holidays) I've been busy with expanding the tester area for the new quest in patches to v3.3. v3.3.7 is releasing today, and with that the tester area has progressed to a point where I think it's time for me to stop releasing patches and lock in on putting everything together into a complete quest.

You can try out everything I mention here in the tester area in-game. You can get it right now on Steam, or on any of the other platforms Shattered is distributed on.

In this blog post I'm going to go over all of the things I've added in v3.3 patches, and how I think they're going to fit together into a new quest!

[h2]Level Shape[/h2]
[hr][/hr]
Firstly, as I've already shown when v3.3 went to beta, the new quest area exists in a new type of level that uses a unique grid-based layout. This features new 9x9 rooms that all fit into the grid shape. Things have progressed a LOT since the initial tester area though, which was basically just rigidly coded:



The area now uses proper level generation logic and supports all the sorts of variance that regular dungeon levels can have. There's also a load of new rooms designed to use the new features and hazards of the quest area:



There's still quite a lot more for me to implement before a proper beta, but all of the things I've added in the tester area give a pretty good idea of where things are going, so lets go over them in a little more detail.

[h2]New Enemy Behavior[/h2]
[hr][/hr]
Stealth is a major part of this quest, as the player starts out with no gear and has to work their way back up. Enemies will be present obviously, but the existing enemy AI doesn't really work in this case. The existing AI is designed around the player almost always wanting to fight, and so enemies are pretty sticky. That doesn't work so well here, so I've made two major changes just for enemies in the vault.

The first major change is a new enemy AI state: investigating. Enemies will now investigate when they first notice you instead of immediately starting to hunt you. Investigating enemies still move toward you, but won't attack and will give up earlier than usual if they lose sight of you. In most cases this gives you 1-2 extra turns to duck behind a door or corner to shake an enemy before they start pursuing you more aggressively.



Second, enemies that are nearby but behind walls can be 'heard' in the vault. This is represented as some VFX that play as enemies move in tiles outside of your FOV. This gives you a way to know enemy movement without exposing yourself to them.



Lastly, enemy detection chances are different in the vault:
  • Detection chance is a bit lower across the board.
  • Sleeping enemies won't notice you at all outside of 3 tiles of distance. Silent steps talent still reduces this to 2 or 1 tiles.
  • Enemies often patrol in pre-set locations while wandering, and won't notice you outside of 2 tiles behind their movement direction.

These changes reduce the chance of detection if you keep your distance, and also create much more opportunity to sneak around/behind enemies as long as you time your movement well.



Currently every enemy in the tester area is just a simple rat, but the full quest will make use of a variety of enemies at different levels of strength. Some enemies will be able to be tackled early on, while others are best avoided until you've geared up.

[h2]Static Hazards[/h2]
[hr][/hr]
Of course a big vault needs some static hazards too! I've added three new hazards that test positioning skill:

Firstly we have Scanning Sentries, which act a bit like a classic security camera. They sweep the environment using pre-programmed cone patterns. The number of cones and pattern locations are highly flexible. I've yet to decide what the penalty for being spotted will be, something like a lightning shock to the player, or an alert to nearby enemies, sounds likely. Here's one example that puts a sentry in the center of a room:



Next we have Fire Vents, which ignite anything on their location based on a pre-programmed delay. They can only threaten one tiles each, but can be placed a lot more flexibly. Here's an example that covers a room and vents fire in an alternating pattern:



Lastly there are Laser Sentries, which act a bit like scanning sentries but with a single laser beam and potentially more variable cooldown. Like fire vents, these work a bit better for coating a room than scanning sentries, and can make a pretty complex hazard pattern with a bit of randomness:



Of course these hazards can work to just make regular traversal more tricky, but they're at their best when they're guarding something!

[h2]Treasure Rooms and Progression[/h2]
[hr][/hr]
While some loot will be found just laying around, single-entrance treasure rooms are going to be the primary way that the player finds better gear and progresses through the quest. In many ways this is a bit of a remix of how special rooms work in the normal dungeon, which is very much intentional.

However, there needs to be some stratification to the types of treasure rooms and treasure room rewards. Some rooms are going to need to be solvable right away, where others are going to require certain gear (or at least be extremely difficult without that gear). Currently this is forming into three tiers:

Tier 1 treasure rooms contain low tier loot and are mostly going to make use of hazards or prison-level enemies that can be avoided or defeated fairly easily. As an example, this treasure room looks intimidating with its waves of progressive fire traps, but can be solved purely through positioning.



Tier 2 treasure rooms will have mid tier loot and involve a couple caves-level enemies or hazards configured in a way that the player will need some better equipment and/or a consumable to overcome them. As an example, this room uses bookcases to hide its real loot, so you'll need an item capable of burning them down.



Tier 3 treasure rooms will have the best loot, and so will be substantially more difficult. They'll likely have multiple city-level enemies, or hazards that require a specific high-value consumable to overcome. As an example, this room is filled with more than enough sentries to make looting impossible. You'll need a high-value item like a potion of invisibility or the Rogue's cloak of shadows.



My goal is for these tiers of treasure rooms and variance of enemy strength to create a nice gameplay flow through the quest. The player starts out by sneaking around, identifying the rooms they can solve, and steadily gets stronger and becomes able to confront the hazards they previously avoided.

[hr][/hr]
All of these things lead up to bigger enemy hazards, regaining unique hero items, and eventually a quest boss and quest reward! Expect more coverage of that in the next blog post in about two months, when the quest will hopefully be close to completion.

(Please keep in mind that while I always try to keep to the ETAs I provide, they are just estimates. If you don’t hear from me by the ETA, it means I’m still busy with the update!)

If you'd like more frequent incremental updates on Shattered's development you can:
- Subscribe to the Shattered Pixel Newsletter
- Follow me on Mastodon
- Follow me on Bluesky

You can discuss this Blog Post here on the Steam Community, or on the Pixel Dungeon Lemmy Community.

v3.3.6

Hey folks, I've just released Shattered Pixel Dungeon v3.3.6!

This patch has a couple bugfixes and another significant expansion to the new quest tester area. There are now a variety of implemented hazards, although they aren't currently harmful and I still need to work on more rooms types for them to appear in.



Here's a full list of changes:

[hr][/hr]
[h3]Quest Tester Area Hazards[/h3]
I've added three new static hazards to the quest tester area!

There are now sentries which scan in a pattern, sentries that periodically fire lasers, and floor vents that periodically vent green flames. At the moment none of these hazards actually harm you, instead they just show '!!!' above your character if they hit you.

I think these are enough hazards to cook with, so next I'm going to focus on more variety of room layouts and a better overall level layout (Currently room placement is mostly random). I expect there will be 1 or 2 more v3.3 patches and then I'll move onto making the new quest properly.

[h3]BugFixes[/h3]
Fixed the following bugs:
Caused by v3.3.5:
- Gladiator's combo lasting much longer than intended after defeating an enemy
- Rare enemies appearing much less frequently than intended
- Some items in the quest tester area spawning as cursed

v3.3.5

Hey folks, I've just patched Shattered Pixel Dungeon to v3.3.5!

This is another relatively small patch, with most of the changes under the hood. One major addition has been made to the tester are for the upcoming quest though, there are now some enemies there! They mainly exist to test out new enemy AI logic that's meant to better facilitate stealth gameplay.

Here's a full list of changes:

[hr][/hr]
[h3]Quest Area Enemies[/h3]
The quest tester area now has a tester hazard: Marsupial rats!

The rats won't put up much of a fight of course, even with your gear removed, but you can use them to get an idea of how enemies will work in the vault. Enemy AI in the vault has been changed to be much more exploitable for stealth gameplay, including a new 'investigating' AI state and wandering enemies not being able to see very far behind themselves as they move.

There's also a few new room types in the tester area, to demonstrate enemies in different situations.

Expect to see more room layouts and tester hazards in future patches.

[h3]Misc. Changes[/h3]
- The in-game randomize buttons now blink white as a reminder if the player is currently qualified for the randomized victory badge and outside of the very start of a run.
- Slightly improved the visual for the existing 'alerted' and 'target lost' thought bubbles.
- The Gnoll Geomancer is now willing to switch targets if its current target isn't within attacking range.
- Necromancers will now move their skeleton (instead of trying and failing to push) if they attempt to summon on top of an immobile enemy.

[h3]BugFixes[/h3]
Fixed the following bugs:
Caused by v3.3:
- Rare freeze bugs when descending to the vault tester area
- Rare crash bugs

Existed prior v3.3:
- Exploit where Warrior could refund his shield cooldown by unequipping armor at the right time
- Exploit where Gladiator could cancel fury partway through, refunding remaining combo
- Distortion traps never spawning certain rare enemies
- Grass generated from ember after a garden room burns not being burnable until after save/load (speed of grass recovery has been adjusted to prevent permanent fires)
- Rare cases where liquid metal could have a quantity of 0
- Specific cases where helpful tipped darts could deal damage to allies

v3.3.4

Hey folks!

Another small patch today as I continue to make incremental improvements to the tester area for the new quest, plus fix a few bugs and make a few small other changes. I expect the next patch will feature some more significant new additions to the tester area, though it will still be pretty barebones until the next major update.

Here's a full list of changes:

[hr][/hr]
[h3]Quest Tester Area[/h3]
I've made more improvements to level generation in the vault tester area. The layout is still pretty random, but the vault area now uses some basic new vault-specific rooms and the level builder it uses is now a lot more flexible.

Now that these levelgen basics are down I'm going to start looking to add some more active details such as hazard testers (without any danger) and treasure rooms instead of spreading loot randomly.

[h3]Misc. Changes[/h3]
- The game scene now attempts to persist more item windows (item selection primarily) over scene reset. This should sharply reduce cases where things like rotating your device cause scrolls to be lost. Note that items can still be lost if the game is terminated while item selection windows are open.

- Improved clarity on Skeleton Key's curse text
- Updated translations

[h3]BugFixes[/h3]
Fixed the following bugs:
Caused by v3.3:
- Wand of regrowth appearing in vault tester area again
- Vault tester area resetting charge count on Duelist's weapons
- Trinkets briefly visually persisting after being energized

Existed prior v3.3:
- Slimes always taking damage in multiples of 8 when ascending
- Rare cases where area effects that blocked terrain could persist forever for large enemies
- Arcane Bomb particle fx persisting when they shouldn't in a bunch of specific cases
- Thrown weapons not IDing properly in very specific cases

Shattered Pixel Dungeon in 2026

(For the best viewing experience, please read the original copy of this post on Shatteredpixel.com)

Hey Rat Punchers, Happy New Year!

As always, I like to write a blog post at the start of the year to recap, summarize my current plans for Shattered, and share what my main priorities are for the coming year. This post starts with a year in review, and then lists the major changes and additions that I have planned for Shattered Pixel Dungeon in 2026 and beyond!

I've written one of these posts every year since 2019, you can take a look at the previous ones here: 2025, 2024, 2023, 2022, 2021, 2020, 2019.

[h2]2025 in Review[/h2]
[hr][/hr]


I released 4 updates and one big patch in 2025, which covered 2/6 of last year's items, started on one more, and covered about 1.5 major updates worth of things that that weren't on the 2025 list:

  • v3.0 released in February, with Shattered's second new hero: The Cleric!
  • v3.1 released in June, reworking the Warrior plus making various smaller improvements.
  • v3.2 released in August, overhauling thrown weapons to work based on 'sets'.
  • v3.2.4 released in September, modernizing how Shattered displays on phones.
  • v3.3 released in November, with a WIP tester area for the new quest and smaller additions.

Last year I said I covered 70% (3.5/5) of what I wanted to. For this year, I think it's reasonable to say I covered 2.5/6 major updates worth of items that were on the 2025 list, plus 1.5 items that weren't on there initially, giving us 4/6 items, or 67%.

2025 also featured quite a few visual improvements by (as always) Aleksandar Komitov! His work this year resulted in a complete overhaul to the game's title graphics and substantial improvements to the older hero splash arts. It's quite heartening to me that most of the screenshots I shared a year and a half ago showing Shattered's visual progression have already become outdated.


New title and splash art. You can select each image to zoom, new on right, old on left.

I know many of you might be asking about new pixel art as well (which I also talked about a year and a half ago), I'm going to cover that a bit later in this blog.

Lastly, on the business side of things Shattered has had another great year, passing 200k total units sold a couple of months ago! While there's likely no more huge growth in store for Shattered, it's very encouraging that it continues to do just a little bit better year over year.


[h2]Plans for 2026[/h2]
[hr][/hr]
Here are the major pieces of content I'm considering for Shattered Pixel Dungeon in 2026, sorted roughly based on the order of priority. Just like with previous years it's unlikely that I'll manage all of this in 2026, and new things may also pop up and shift priorities around a bit.

[h3]City Quest[/h3]
It's taken longer than I would like (though I did expect it would), but my most immediate plan for 2026 is to implement and release a new quest for the city. This will include more incremental improvements to the tester area in v3.3 patches, and then a major update afterward with the quest itself!


[h3]New Items[/h3]
The recent item additions in v3.3.0 have made me realize that I've gone quite a long while without adding new items to the game in a bunch of categories. I don't expect any one update will focus on these new items entirely, but I would like to put a bit of an emphasis on adding a few new items to the game over the course of the year.


[h3]Hero Lore[/h3]
Now that all six of the game's heroes are released, there's finally opportunity to start fleshing out the game's characters and greater lore a bit! This lore could include backstories in hero select, journals written by the heroes from their perspectives, or documents that describe interactions and conversations between the heroes.


[h3]Better Armor Variety[/h3]
I'm quite happy with the changes I made to thrown weapons in v3.2, despite them not being in my initial 2025 plans. It's gotten me thinking about doing an overhaul to armors as a class of item as well. It would be really nice to have more variety of armor, even if adding more types doesn't actually change up gameplay much.


[h3]More Subclasses & Talents (pt.1)[/h3]
While I don't currently have plans for more heroes, I do think there's room to expand the current six further. In particular I have some early ideas for a 3rd subclass and more base class talents in tiers 1 to 3. This would almost certainely release over multiple updates, with each focusing on 1 or 2 heroes at a time.


[h2]What About New Pixel Art?[/h2]
[hr][/hr]
I want to make progress on better in-game pixel art this year as well! I'm not going to put it down as a 2026 goal though, as progress isn't just determined by me. This is something I initially gave a big teaser on about a year and a half ago, so I want to explain what's caused the slowdown.

Back in mid 2024 I was expecting that progress on new art would continue at a steady pace and it could start appearing in updates in 2025. Unfortunately for various reasons both of the artists I was working with are no longer able to dedicate time to the project. Combine that with me dragging my feet on looking for new artists, and suddenly a bunch of time has passed with little progress.

There was some new WIP art created in late 2025/early 2025 though, which you can see below. I've also got a promising lead for a new artist who should be able to start work in the coming month, and if that doesn't work out I plan to actively seek out new artists ASAP. While I can't make any guarantees, if you're a pixel artist and would like to express interest in doing commission work on Shattered Pixel Dungeon feel free to reach out. One way or another I really hope that improved pixel art can start to appear in the game in 2026!


New WIP pixel art for seeds & potions, scrolls & misc items, and some enemies. You can select each image to zoom, new below and old above. These are still WIP, so feel free to send me feedback on any of these!

[h2]Longer Term Plans[/h2]
[hr][/hr]
And here are other major pieces of content I'd like to add to Shattered that I'm definitely not going to have time for in 2026. Think of these as possible longer term ideas or 'stretch goals'. The earlier an item is on this list the more clearly defined my idea is for it, and the more likely I am to do it in future years.

[h3]Halls Quest[/h3]
While I don't want to make the game overly long, a bit more gameplay at the tail end of the game is sorely needed to give players a bit more time with finished builds and time to make use of armor abilities. I have a few ideas for interesting quests that could test an endgame character.


[h3]3rd Caves Quest and Better Shops[/h3]
In previous posts like this I've talked about both a 3rd caves quest variant and also expansions to the game's shops. Neither of those ideas are gone, but I have de-prioritized them in favour of other content. In particular I still think new more specialized shops could work very well if executed properly.


[h3]Endless Mode[/h3]
Some form of endless mode is a very common request. This partly ties in to the last region of the game being the shortest, but also there's just a desire for players to see how far they can get with strong character builds. I have a few loose ideas for how endless might work, but want to focus on other things like new quests first.


[h3]More Dungeon Variety[/h3]
In earlier years I've talked about alternate dungeon paths. I've been reconsidering that, due to time commitment and because some alt path ideas have now been used elsewhere, like quest sub-floors. I still think new environments, enemies, etc. are a good idea, but I'm now considering them as new elements within the existing regions.


[h3]Something New?[/h3]
Lastly, you might have noticed that the lists on these posts have been slowly shrinking over the years. Eventually everything here will be cleared, and it'll be time for something new! This is still a ways off though, and I have no current plans for what form this may take, it could be more ideas for Shattered, or something else entirely.


[hr][/hr]
…and those are my plans for 2026 and beyond! As always, thank you so much for sticking with me on this journey, and for all the support that has let me continue working on this game for over 11 years now!

If you'd like more frequent incremental updates on Shattered's development, you can:
- Subscribe to the Shattered Pixel Newsletter
- Follow me on Mastodon
- Follow me on Bluesky

You can discuss this Blog Post here on the Steam Community, or on the Pixel Dungeon Lemmy Community.