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v2.1.2

Hey Folks!

v2.1.2 is a quick followup to v2.1.1 that fixes a couple of more serious bugs introduced in that patch. There are also a few smaller miscellaneous improvements as well. Expect more patches to v2.1 in a couple of weeks or so as I work on some technical improvements to support future content additions.

You can check the in-game games screen for a full list of changes.

v2.1.1

Hey Dungeoneers, here is the first of the patches for v2.1!

As mentioned before, I expect there to be more patches than usual in v2.1 as I'm working on some technical changes to support future content additions. This time around there aren't too many user-facing technical improvements though, so the patch is mostly about QoL and bugfixes.

Here's a quick rundown of the changes:

  • Internal changes that will better support creating a sublevel for the blacksmith's quest.
  • Barkskin can now stack from multiple sources. Only the strongest instance of barkskin is used when calculating defense, but this means that very strong short-term barkskin no longer totally overrides weaker long-term barkskin.
  • Rooted has had a big consistency pass. It now properly prevents movement from dash, blink, and leap abilities. Teleportation still works while rooted.
  • Various abilities that automatically move the hero closer to a target now consider whether the hero is levitating when determining what hazards to avoid.
  • ~15 bug fixes, several of which are from prior to v2.1.0

You can check the in-game games screen for a full list of changes.

Shattered Pixel Dungeon v2.1.0!

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

Hey Dungeoneers, Shattered Pixel Dungeon v2.1.0 has been released! You can get it right now on Steam, or on any of the other platforms Shattered is distributed on.


[h2]What’s new in v2.1.0[/h2]
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v2.1.0 includes a bunch of Duelist balance changes, three new weapons, two new exotic enemies, and a bunch of big and small tweaks and bugfixes.

I talked about this update in a previous blog post:

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.

  • v2.1.0 releases 83 days after v2.0.0.
  • 3 new weapons: Sickle, Katana, and War Scythe!
  • 2 new exotic enemies: Tormented Spirits and Phantom Piranhas!
  • There is now a dedicated shopkeeper interface with buyback.


  • More Acension changes, including boosting enemy HP instead of reducing DMG taken.
  • The Lightweight Charge talent has been replaced with Precise Assault.
  • ~15 misc. changes
  • 40+ bugfixes


  • The Whip now deals 3-15 base DMG, up from 3-12.
  • Almost every Duelist weapon abiltiy has been buffed.
  • Mild buffs to Champion and moderate ones to Monk.
  • Buffs to Elemental Strike ability, Expose Weakness talent, and Invigorating Victory talent.


  • Nerfs to Monk’s meditate ability and Elimination Match talent.


[h2]What's Coming Next?[/h2]
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  • The next update will be v2.2.0, and will include a complete rework of the blacksmith quest!
  • There is a decent amount of technical work that still needs to be done for v2.2.0, and I can easily introduce that into the game via some patches to v2.1.0. Because of this, I expect that v2.1 is going to have a longer patch cycle than usual, as I’ll be both including those technical changes and taking the opportunity to fix a bunch of smaller issues sooner than if I waiting to release them in v2.2.0.
  • I plan to completely rework the blacksmith’s quest in v2.2.0, to feature a new sub area and a unique mining mechanic. The player will need to mine out walls both to collect treasure and to navigate around hazards. I expect the quest will be notably more involved and challenging, but there will be new rewards on offer a well!
  • As always, there will be some amount of smaller improvements, fixes, and additions both in v2.2.0 and during v2.1’s longer than usual patch cycle. I expect that v2.2.0 is going to be mainly focused on the blacksmith quest though, so any new additions aside from that will be relatively minor. In terms of fixes, I plan to keep an eye on the Duelist and weapons in general after the changes in v2.1.0.

I’ll probably start to have a more clear idea of how long v2.2.0 will take after I finish releasing patches for v2.1.0, but I think that a total dev time of 3 months or so is a relatively safe bet. 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!

In the meantime you can follow me on Mastodon or Twitter if you'd like more frequent updates.

Coming Soon to Shattered: Duelist Buffs and Additions!

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

Hey Dungeoneers, it's time for another beta release!

The beta for Shattered v2.1.0 is live right now! To access it on Steam, go to your game library, right click on Shattered and select 'properties' then go to the 'betas' tab and select the beta from the dropdown list.

In this blog post I'm going to go over the bulk of the changes coming in v2.1.0, including a bit of new content and a bunch of Duelist balance!

[h2]Duelist Changes[/h2]
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When I look at balance data, I usually only include players who already have a win. A few weeks ago, after enough time had passed, I ran some numbers for the Duelist, and got some pretty interesting results:

  • The Duelist is played 33.7% of the time, quite a lot higher than the average of 20%. This makes sense of course, she is a new character.
  • Her overall winrate is almost exactly 50% lower than the average. This seems to indicate that she is extremely weak!

Right away this felt wrong to me. If the Duelist was truly half as strong as other classes you guys would be letting me know quite loudly. I decided to expand my numbers to include everyone who has at least beaten Goo to see what might change:

  • The overall number of runs studied increases by about 5x, there are lots of people who haven't gotten their first win yet!
  • The Duelist becomes played 21.1% of the time, only slightly more than average.
  • Her relative winrate shoots up to just 12% below the average. Still a little weak, but much better!

To me this very clearly shows that experienced players are still experimenting with the Duelist and building their mastery of her, which causes her to appear quite weak. If I include a wider range of players though, who haven't mastered any of the heroes yet, the Duelist shows as just a bit below average.



For v2.1.0 I'm focused on a whole bunch of targeted buffs to specific Duelist abilities. These will come together to be a buff to her overall, but it's more about making more of her gameplay options effective than flatly boosting everything. In particular it seems quite clear that I still need to make many of her more awkward or risky weapon abilities stronger, as the 'plain but no downside' cleave ability is still doing quite well compared to other weapon abilities.

Pretty much every weapon ability (except cleave) is getting a buff, with most either focused on milder power boosts, or more substantial changes to reduce ability downsides. As probably the most significant example, heavy blow is getting its accuracy penalty replaced with a guaranteed hit, but now costs 2 charges when not surprise attacking. This should still preserve the goal of the ability synergizing with surprise attacks, but also makes it less useless in cases where surprise attacks aren't an option (such as against bosses).

[h2]Other Additions[/h2]
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While the changes to the Duelist are the biggest overall adjustment in v2.1.0, it wouldn't be an update without some new things as well!

[h3]New Weapons[/h3]

The Katana is a new T4 weapon with 4-20 base damage and 0-3 blocking. It's been made in direct response to the feedback I heard from players about loving the rapier’s lunge ability and wishing it was more useful in later stages of the game. Just like with the rapier, the Duelist can lunge at enemies with the katana, dealing +50% damage.


The War Scythe and Sickle are T5 and T2 weapons that trade in some accuracy for more base damage: 6-40 and 3-20 respectively. The accuracy penalty can be awkward, but can be worked around with things like surprise attacks. The Duelist can harvest with these weapons, dealing a large amount of bleeding instead of direct damage, but using 2 charges.


[h3]Exotic Enemies[/h3]

Tormented spirits are otherwise good ghosts that have been twisted by evil magic. They deal more damage than wraiths, but will grant you a reward if you can free them using a scroll of remove curse. Of course, you could also decide to just kill them, you monster. Tormented spirits replace 1 in every 100 wraiths, but will not show up in cases where wraiths can spawn repeatedly.


Phantom piranhas are a special piranha that can teleport when attacked. This normally moves them to a random place in the dungeon, but if you're next to water they'll teleport right to you and attack! Phantom piranhas replace 1 in every 50 piranhas and drop the exotic phantom meat, which fully restores satiety and grants all the effects of frozen carpaccio at once!


[h3]Smaller Changes[/h3]

Shopkeepers are getting a new interface when interacted with, which offers a little dialogue and shop buyback! I eventually want to make more extensive thematic changes to shops, but a little bit more interaction and new dialogue is a great starting point.


I'm making some pretty notable changes to the ascension challenge. Enemies now get more max HP instead of damage resistance, and you'll also be able to keep earning exp while ascending all the way to level 30. I hope this makes ascension more fun and a little more rewarding.


As usual, there's also a slew of smaller changes and fixes. I'm getting more little issue reports than ever, so the game has never been more stable, even though the list of small fixes keeps growing each update.


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I expect the beta for v2.1.0 to last slightly longer than a week, perhaps until next Wednesday. If you'd like some incremental updates on that leading up to release, consider following me on Mastodon or Twitter!

v2.0.2

Hey Dungeoneers!

It seems there was enough for one more patch after all!

v2.0.2 includes a few QoL improvements and fixes a bunch of very small issues that were added in v2.0.0, and a few more notable ones that have been around for longer.

Here's a quick list of the most notable changes:
  • Overhauled visuals for the action indicator. It now has different background colors for different actions, and supports a smaller secondary icon or text. Subclass abilities all make use of this new functionality, and some info has been moved from buff icons to this new indicator.
  • The game's pixel font now supports Vietnamese!
  • Rankings now attempt to show some basic information if loading full game data fails.
  • Fixed the resistance from empowered meditate lasting 1 turn longer than intended
  • Fixed the threshold for Monastic Vigor being lower than intended (95/75/55 instead of 100/80/60)
  • Fixed various bugs with controller input which occurred when two or more inputs were entered at once.

Also, here's a quick before/after image, showing off the new action indicator visuals:


You can check the in-game games screen for a full list of changes.