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Shattered Pixel Dungeon News

Shattered's Soundtrack is now available!

Hey Dungeoneers, I've got a small newspost for you today.

Over the last few updates Shattered's soundtrack has slowly grown from having just two tracks for the entire game to having an entire soundtrack with 20 minutes of combined audio! Now that Shattered has a proper soundtrack, it needs a proper release!

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If you enjoy this new music, you can now purchase it as a soundtrack on Steam! If you're not a Steam user, you can also purchase the Soundtrack from Bandcamp. The soundtrack is also available for streaming on Spotify.

Finally, if you haven't purchased Shattered on Steam yet, You can buy both the game and the soundtrack together at a slight discount! My apologies to Steam users who have already bought the game and would have preferred to grab the bundle. I originally planned to release the soundtrack at the same time as the game, but I ran into some logistical issues that held it up.

All revenue from soundtrack sales goes to its excellent composer, Kristjan Thomas Haaristo. We hope you enjoy it!

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And that's all for now! Look forward to a blog post about the next game update toward the end of this month or in early May.

Lastly, while we don't have any active plans for more music yet, Shattered is always growing and there will definitely be opportunities for new music to be added to the soundtrack in the future.

v1.2.1

Hey Dungeoneers!

v1.2.1 has taken a bit longer than a patch usually does for me, but contains a bunch of fixes and a few little UI improvements as well.

You can check the in-game games screen for a full list of changes, but here's a quick summary of the most important adjustments:
  • Added a 'new game' and 'menu' button when the player gets a game over.
  • Reduced huntress unlock requirement to 10 enemies hit with thrown weapons from 15.
  • Made surprise attack VFX a bit more obvious.
  • Removed gold as a possible random loot from crystal choice rooms.
  • Updated translations and translators credits.
  • Fixed ~20 bugs, including a few crash bugs, several quirks with the new interface, errors with the new magical fire rooms, and various other issues.

Shattered Pixel Dungeon arrives on Steam eight years later

After working on it for eight years and being available on other platforms, Shattered Pixel Dungeon has officially released on Steam with Linux support.

Read the full article here: https://www.gamingonlinux.com/2022/03/shattered-pixel-dungeon-arrives-on-steam-eight-years-later

ShatteredPD v1.2.0 and Steam Release!

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



Hey Dungeoneers, v1.2.0 has been released on Google Play, the App Store, Steam, and GitHub! That's right, after almost eight years of development, Shattered Pixel Dungeon is available for purchase on Steam!

[h2]Steam Release![/h2]
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The release of v1.2.0 marks the first time that Shattered is widely available outside of mobile platforms! I've worked on a whole bunch of new UX functionality for this update, which should make the game play just as well on a computer as it does on a phone. I also plan to keep monitoring feedback after v1.2.0 releases, and make more improvements in future patches and updates.

I'm extremely excited to be releasing Shattered on Steam. It's been a dream of mine to make games for as long as I can remember, and a dream to release on Steam ever since I downloaded it to play The Orange Box way back in 2007. The continued engagement and support from Shattered's community is what has enabled me to do this, thank you all so much!

As a reminder, the Steam version costs $10 US (Though there's a 10% launch discount!), comes with several Android supporter features, and will continue to be updated in lock-step with the Android and iOS versions. This release doesn't change any of my monetization plans for Android and iOS. There's also a pre-release demo on Steam, which I plan to leave up for a little while longer.

I will also be looking into releasing Shattered on GoG and Itch in the near future.

[h2]What's New in v1.2.0[/h2]
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v1.2.0 is the first version of Shattered built for computers! It has a bunch of improvements for users on larger screens and who play with controllers or mouse and keyboard! There are also several content changes, including new special rooms, a rework to the Master Thieves' Armband, and various improvements to spell items.

I talked about this update in three previous blog posts:


Here's a condensed runthrough of the major changes this update. You can check out the changes screen in-game for a fully detailed list.

  • v1.2.0 is releasing 103 days after v1.1.0, which released on Dec 10th 2021
  • A bunch of UI/UX additions have been made for desktop users!
  • 6 new special rooms, and a new terrain type: crystal doors
  • The Master Thieves' Armband has been reworked
  • Badges now have names, 8 new badges have been added
  • New music has been added for each of the game's bosses!


  • 5+ misc. changes
  • 20+ bugfixes


  • Many alchemy recipes have had their costs reduced. Bombs especially
  • Many alchemy recipes have been buffed
  • Several tipped darts have been buffed
  • Some talents have been buffed


  • Some alchemy recipes have been nerfed
  • Dreamfoil no longer puts enemies to sleep
  • A few talents have been nerfed


[h2]What's Coming Next?[/h2]
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The next Shattered update will be v1.3.0! Like v1.2.0, I'm aiming for v1.3.0 to be an update that focused on a variety of smaller improvements and additions. In particular I want this to be a smaller and faster update so that I can respond to the reception the game gets after the Steam release. That being said, I do hope to fulfill some long-requested feature additions with v1.3.0!


The most significant addition in v1.3.0 will be support for custom seeded runs, and possibly the addition of dailies/weeklies as well! One thing worth noting is that this update will not include online leaderboards for daily/weekly runs due to technical limitations, but I will be open to adding them in the future.


I also plan to make more improvements to the game's UI/UX with an emphasis on Steam users. This won't be the core focus like it was in v1.2.0, but expect more interface improvements, tweaks based on feedback, and possibly some additions to help controller users better play with their more limited button count.


v1.3.0 will also include a variety of miscellaneous adjustments. This will include balance tweaks to items and game mechanics, and maybe another item rework. I'd like to also include some more badges focused around more specific accomplishments!


Finally, I also hope to make some behind the scenes technical improvements to the way the game handles loading and storing floors of the dungeon. I plan to use this functionality in the near future to give quests their own sub-levels!

I managed to get v1.2.0 out in about 3 months (down from the 4 v1.1.0 took), and I'd like to continue that trend with v1.3.0. Ideally I'll be sharing more info on v1.3.0 sometime around the end of April or beginning of May. If you want faster updates about what I'm working on, follow me on Twitter! The micro-blog format of that website makes it perfect for giving quick project updates.

Coming Soon to Shattered: New Content and Steam!

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

Hey Dungeoneers! Sorry for the wait, but v1.2.0 is finally getting close to release!


The beta is available now, and v1.2.0 will be fully launching on all platforms on Wednesday March 23rd at Noon EDT! Most notably, this will be the first version of the game to release on Steam!

The biggest story with v1.2.0 is definitely the Steam release, but I've already spent a lot of time talking about that. For the rest of this blog I'll be focusing on the other game content coming in v1.2.0. If you want to learn more about the Steam release, consider reading these past blogs, or trying out the demo!:



New Boss Music!

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Just as in v1.1.0 and v1.0.0 before it, v1.2.0 has some new music! This time the game is getting a track for each of the five bosses. They're much more intense than the region tracks, but definitely still have a similar feeling. You can give them a listen below, or play through the game if you'd like to hear them in action for the first time:

[previewyoutube][/previewyoutube]

Just as before, these tracks were composed by Kristjan Thomas Haaristo! There may still be more music to come, but after these boss tracks Shattered will have a proper soundtrack! If you like the music, we're working on a few ways for the soundtrack to be directly purchasable in the future.

Alchemy Item Balance

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Back when v1.1.0 released, I promised to do a full pass on alchemy balance once the dust had settled. So far it seems that the changes made to alchemy in v1.1.0 have been a great success, with usage of exotic scrolls and potions up across the board. Not all other recipes are doing so well though, so I'm making a variety of improvements, mainly focused around recipes that use a lot of energy:



  • Exotic bombs are getting big cost reductions across the board, and several brews and spells are getting smaller cost reductions.
  • Elixirs are actually doing fairly well, so I'm not planning any direct changes there yet, as I wanted v1.2.0 to focus more on buffs.
  • Caustic Brew is getting a flat +1 to its damage, which should let it more effectively out-pace the damage from potions of toxic gas.
  • Curse Infusion is going to boost an item’s level by a small % instead of just +1. This makes it a lot more worthwhile on highly-upgraded gear.
  • Phase shift is going to actually properly clear enemy aggro and stun its target for 10 turns (bosses are immune). This makes it much more effective at delaying enemies, but also makes it quite dangerous to use on yourself.
  • Aqua blast is going to get a larger water AOE and will throw targets around like a geyser trap.
  • Summon elemental is getting more uses and scaling stats depending on the dungeon region. Newborn elementals in particular are getting buffed to start at full health as well. The spell will also be re-castable, to return a summon elemental to your position.
  • Lastly, while they don't use any energy, I'm also making a bunch of buffs to a variety of tipped dart effects. Ally effects in particular are getting big duration boosts.


New Special Rooms!

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v1.2.0 also includes some levelgen improvements in the form of more special rooms! Shattered has had loads of changes and additions to level layours, and every other room type, so it's about time for special rooms to get some love. I"m adding six new special rooms in total:


Firstly, two new rooms (and one existing room) will use crystal doors! These doors let you see through them and require a crystal key to open. Just like with existing crystal chest rooms, this opens up some neat possibilities, as seeing loot doesn't mean you can go grab it yet.


Next, there are three new rooms with hazards that you’ll need to overcome. There are multiple solutions, just like other hazard rooms, but the default solution to each room involves a potion of purity, frost, or haste. Be careful, as the hazards in these rooms can deal some serious damage if you don’t properly mitigate them.


Finally, I’m reintroducing sacrifice rooms! These rooms are from the original Pixel Dungeon and granted a scroll of ‘wipe out’ if enough enemies were defeated atop the sacrificial fire. I’m changing up the reward these rooms give, but their mechanics are otherwise very similar to the original Pixel Dungeon.

I've also included a few small tweaks to level feelings. The secrets level feel should be less aggressive in how it hides individual rooms, and the game's depth indicator now includes separate icons for each type of level feeling.

Armband Rework!

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v1.2.0 also includes a rework to the Master Thieves' Armband! Currently the armband suffers from having extreme usefulness in shops, and being a waste of an equip slot everywhere else. I'm redesigning it to charge based on exxp gain instead of gold collected, and giving it a new abiltiy so it can be useful anywhere in the dungeon.

You can still steal from shopkeepers, but can now also use the armband to rob regular enemies! Doing this will give you an extra chance to get an item drop, and also briefly disorients the enemy. As the armband levels the chance for loot and debuff duration increase. Robbing an enemy takes no time, so it has use as a utility combat action as well as a looting tool.

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The beta for v1.2.0 is live right now on mobile platforms. The game's demo on Steam will be updated for the v1.2.0 beta in another day or two, once any serious bugs have been ironed out.

Expect another blog post once v1.2.0 releases next week, where I'll detail my plans for v1.3.0. With the Steam release I think the long saga of porting updates is ending, and I can finally start focusing on game content!