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Shattered Pixel Dungeon News

v2.3.1 (and v2.3.2 soon)

Hey Folks!

I'm currently releasing the first patch for Shattered Pixel Dungeon v2.3 across all platforms! It's mostly internal code changes, but there are a few small fixes, technical additions, and QOL adjustments too.

I expect there will be one more very tiny patch for v2.3 in another few days, as a couple more small issues have popped up since putting out this patch.

[h2]Changes[/h2]
[hr][/hr]
Misc. Changes
[expand]
I've updated to the latest version of Shattered's game library (libGDX), which has a few benefits:
  • Improved vibration on modern iOS devices
  • Improved changing audio device behavior
  • Misc. stability & compatibility improvements

Other Changes:
  • Magical fire is now cleared by frost next to it, in addition to on top of it
  • Tengu's fire wall attack now ignites items
  • Improved music transitions in main menu when game was just won
  • Added support for controller vibration
  • Added a vibration toggle in the settings
  • Updated translators and translator credits
  • Increased the minimum supported iOS version to 11, from 9

[/expand]
Bugfixes
[expand]
Fixed the following bugs:

Caused by v2.3.0:
Nothing! v2.3.0 is pretty stable. =)

Existed Prior to v2.3.0:
  • Game unintentionally spamming new Google Play players with Play Games login requests
  • Events which interrupt the hero not interrupting resting
  • Rare cases where hero could lose a turn when moving between depths
  • Transmutation removing items from quickslots in rare cases
  • Incorrect death messages when player is killed by wards
  • Amoked allies not being affected by aggression debuff

[/expand]

Shattered Pixel Dungeon v2.3.0!

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

Hey Dungeoneers, Shattered Pixel Dungeon v2.3.0 has been released! You can get it right now on Steam, or on any of the other platforms Shattered is distributed on.

To celebrate v2.3.0’s release, Shattered is also 33% off on Steam for the next week!

[h2]What’s new in v2.3.0[/h2]
[hr][/hr]
v2.3.0 includes a second gnoll-themed variant for the new caves quest! There are also some smaller item additions, visual improvements to floating text, and the usual slew of small tweaks and bugfixes.

I talked about this update in two previous blog posts:

Here's the full changelog for v2.3.0! Unlike in previous update posts, I've included the entire changelog text, but put it under expandable text. Click or tap on each entry to read more. Note that this changelog may become slightly outdated as patches for v2.3 are released, so check the changes screen in-game for the most up to date version.

New Content:
  • Developer Commentary[expand]
    - Released January 18th, 2024
    - 92 days after Shattered v2.2.0

    v2.3.0 was originally going to contain two new variants for the caves quest, but after a longer than expected dev cycle plus the holidays, I opted to release v2.3.0 with just one more variant and move on to other content for a while, instead of spending even more time on the caves quest.

    More dev commentary will be added here in-game the future.
    [/expand]
  • Gnoll Caves Quest [expand]
    A second variant has been added to the caves quest!

    This variant features gnolls and earth-moving magic. Expect to spend a bit more time digging, as this environment features collapsed walls, boulders, and angry gnolls wielding spears and earth-moving devices. Their magic is quite chaotic, so be ready to dodge and possibly get the gnolls caught in their own attacks.

    The boss for this variant is the gnoll geomancer, an experienced gnoll with access to lots of mobility and earth-moving power.
    [/expand]
  • Remains Items [expand]
    Heroes remains now contain a new unique item that varies based on the class of the hero that died.

    These items are single use consumables that provide a small benefit that's themed after the hero who died. There are also two new badges relating to these items.

    Remains now always contain a signature remains item in addition to an extra item from the previous run, if one was chosen. This replaces the previous behaviour, where remains would contain 50 or 10 gold if no eligible item could be chosen.

    Additionally, remains which contain a stackable item from the previous run now cap the quantity of that item at 3.
    [/expand]
  • New Holiday Items [expand]
    Shattered has had little holiday food items that temporarily replace cornish pasties ever since 2016, but only for Halloween and the Winter Holidays. Throughout 2024 you'll see a bunch of new items for more holidays through the year, which all have different tiny bonus effects when eaten.

    For now I have implemented items for Lunar New Years and Easter, with more on the way in future updates.

    I've also shortened the duration for Halloween and the Winter Holidays after 2023, so as not to make the game overly festive in the later months of the year, and nerfed the healing effect on Halloween pumpkin pies.
    [/expand]


Changes:
  • Floating Text Icons[expand]
    The little bits of floating text that appear above characters to indicate damage, positive effects, and currency gain now have tiny icons to indicate the type!

    For damage, it is now shown whether the damage is physical, magical, or if it comes from a particular debuff or DOT effect. There are separate physical damage icons depending on whether armor reduces the incoming damage. Armor never reduces magical or DOT damage. Damage text is also now always red, warnings and negative effects are always orange.

    For positive effects, icons are now shown for healing, shielding, and exp gain. Loads of healing or shielding effects which previously didn't show floating text now do as well.
    [/expand]
  • 20+ Misc. Changes[expand]
    Highlights:
    - Improved the sprites for Armored Brutes and DM-201s
    - The troll blacksmith no longer works on cursed items
    - Reduced the chance for sleeping enemies to clump together in caves quest levels
    - Random scroll and potion drops are now more consistent throughout a run

    Enemies:
    - DM-300's rockfall attack now uses positional danger indicators
    - Improved visual clarity of sparks in the DM-300 fight
    - Removed unnecessary game log entries when DM-300 uses abilities
    - Phantom piranhas now die on land if there is no water to teleport to

    Items:
    - Added a warning when trying to steal from shops with less than 100% success chance
    - Curse infusion now preserves an existing curse on items that don't have the curse infusion bonus yet
    - long pressing on the ghost equip window now shows the stats of equipped items

    Allies:
    - Ghosts and Rogue's shadow clone are now considered inorganic (immune to bleed, toxic, poison)
    - Corrupted allies no longer attack passive enemies
    - Spirit hawk now interrupts the hero when it expires

    Misc:
    - Added a bit of clarity text to some parts of the blacksmith quest/rewards
    - Surface scene now shows night later in the evening as well as after midnight
    - Did a consistency pass on heal over time effects interrupting the hero resting
    - Long-press to assign quickslot now works in the full UI inventory pane, just like the mobile inventory window
    - Added support for themed icons on Android 13+
    - Removed support for saves prior to v1.4.3
    - Added developer commentary for v1.2.0
    [/expand]
  • 45+ Bugfixes[expand]
    Fixed the Following bugs:
    Highlights:
    - Enemies continuing to fight each other after amok expires in many cases
    - Some inter-level teleportation effects working inside caves quest level
    - Transmutation being usable on the pickaxe during the caves quest
    - Unintended changes to reforge functionality when both items are the same level
    - Rounding errors causing tipped darts to last longer than intended in some cases

    Quests:
    - Crystal spire being considered a mini boss, not a full boss
    - Crystal spire attacks ignoring damage-resisting effects
    - Cases where remains would fail to appear in the new mining level
    - Blacksmith landmark entry not clearing when you have spent all favor
    - Rare cases where hero could appear to be on top of crystal spire
    - Corpse dust quest tracking all wraiths instead of just the ones it spawned
    - Some cases where new rot garden room could spawn much smaller than intended

    Enemies:
    - Final boss fight not properly interacting with the into darkness challenge
    - Monk ability use disqualifying for dwarf king's 'no weapons' badge when a weapon was equipped
    - Tengu behaving slightly incorrectly when taking massive damage
    - Mimics not dropping their loot if corrupted while hiding
    - Rare cases where DM-300 finale music would play before the fight
    - Rare errors in DM-201 target selection

    Items:
    - Rotberry seed being deleted in rare cases
    - Rare cases where the game would freeze after reviving via unblessed ankh
    - Some bombs and explosion-spawning effects incorrectly dealing magic damage
    - Foresight effects not triggering after level transition
    - Projecting missile weapons not working on enemies inside solid terrain
    - Cursed wand of warding having different targeting properties than other wands
    - Thrown potions not clearing fire/ooze if they shattered out of view
    - Retribution and psionic blast not applying to all visible characters in very rare cases
    - Degrade debuff not applying to thrown weapons
    - Cloak of shadows not losing charge if it is dispelled as it is activated
    - Items being assignable to non-visible quickslots in specific cases
    - Rare quickslot errors when bags which already contain items are collected

    Hero & Allies:
    - Thrown potions not triggering Liquid Agility talent
    - Sneak ability working while Duelist is rooted
    - Damage from Body Slam talent ignoring armor
    - Lunge ability incorrectly interacting with movespeed in some cases
    - Cases where prismatic images could keep appearing and then disappearing
    - Hero not being able to self-trample plants when standing on stairs
    - Berserker being able to rage without his seal equipped in some cases
    - Allies rarely spawning on hazards after ankh revive
    - Ally warp working on corrupted DM-201s
    - Duelist's lunge ability not correctly applying range boosts in rare cases

    Misc.:
    - Various rare crash and freeze bugs
    - Various minor visual and textual errors
    - Tutorial becoming stuck in rare cases
    - Beta updates setting not working as intended
    - Music fading not working in rare cases
    - Scrolling pane in journal window freezing in rare cases3.
    [/expand]


Buffs:
  • Hero Abilities[expand]
    No nerfs this time, and just a couple targeted buffs to hero abilities/talents.

    - Rogue's Foresight talent trigger chance increased to 60% at +1 and 90% at +2, up from 50% at +1 and 75% at +2.
    - Elemental Strike ability base range increased to 4 from 3.
    [/expand]


[h2]What's Coming Next?[/h2]
[hr][/hr]

  • The next update will be v2.4.0, including a new type of item called trinkets!
  • Trinkets are a new item type that are more about tweaking gameplay variables than giving direct power or utility. You'll be able to get one trinket per run (with some choice), which will change up the game slightly with effects such as increasing rare enemy spawn rates or making enchantments and curses more likely. Trinkets will be upgradeable via alchemical energy, increasing the strength of their effect.
  • As always, v2.4.0 will include some smaller changes and fixes as well. Right now I'm considering making some targeted balance and design tweaks to various hero abilities, but I haven't locked that in yet as there are lots of little things I could choose to look into changing or improving.
  • The next update will also be dropping support for iOS 9 and 10, which currently make up ~0.05% of Shattered's iOS playerbase. I'm making this change due to an update to Shattered's game library (libGDX), and to remove the requirement to include 32-bit iOS code with the game. iOS 9 and 10 players will still be able to continue playing Shattered Pixel Dungeon v2.3.

I'd like to try and release v2.4.0 fairly quickly to put us onto a good pace for 2024, but we'll see how well that actually turns out. Expect to hear something from me one way or another later in early to mid March. 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 subscribe to the Shattered Pixel Newsletter, or follow me on Mastodon if you'd like more frequent incremental updates.

Shattered Pixel Dungeon in 2024

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

Happy New Year rat punchers!

After a busy holiday, and getting sick =S, I'm back with some news about v2.3.0 and my plans for the year ahead! 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 2024 and beyond.

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

[h2]2023 in Review[/h2]
[hr][/hr]


While 2023 was another year with just 3 game updates, they were at least some pretty big ones!

I would have preferred to release more in 2023, but I am happy that two really major pieces of new content came out this year. The new caves quest in particular has been very popular. I'm really happy that people are enjoying it as it's some of the most new and unique content I've ever added to Shattered.

On the business side of things, 2023 has been Shattered's best year yet, with continued strong sales on both the App Store and Steam. In fact, in late 2023 Shattered Pixel Dungeon passed 100,000 units sold across all platforms! Your support has allowed Shattered to grow from a hobby project into my full-time job, thank you so much!


[h2]The Plan for 2024[/h2]
[hr][/hr]
Here are the major pieces of content that I'd like to add in 2024, in the order I'm currently planning to implement them. Please note that while I'd very much like to stick to this, game development rarely works out exactly as planned. There is a high chance that I won't get through everything here in 2024, and it's also possible that the order may shift or things may change entirely.

[h3]Releasing v2.3.0[/h3]
The gnoll caves quest I talked about last time is finished, but the final third caves quest variant is still pretty incomplete. The caves quest has also already taken forever to make and has been extremely well received as-is. So, I've decided to release v2.3.0 with just the second gnoll variant, and move on to other content for now.

I know that changing priorities like this is a disappointment for people who were expecting three variants to the caves quest, but at this point I've been actively working on it for more than 2/3 of a year, and have been doing serious concepting since early 2022. I think it's time to move on to other content and revisit the caves quest at a later date to add another variant. The good part of this is that v2.3.0 will release fairly soon! Expect that to happen some time next week.

[h3]Trinkets[/h3]
I've alluded to these in prior posts, but it's time to be a bit more specific! Trinkets are a new item type produced and upgraded via alchemical energy, and are more about tweaking gameplay variables than giving direct power or utility. As an example, one trinket will increase the chance of encountering rare enemies!


[h3]Region Splash Arts[/h3]
I first mentioned this last year, but new splash arts for each of the game's five regions by Aleksandar Komitov are still coming! These will show up during loading transitions and show off each environment in fully rendered detail. Check this post's header image for a better look at the sewers splash art.


[h3]The Cleric[/h3]
I'd like for 2024 to have a new hero release, just like 2023. The Cleric would likely be the headline release for the year, with abilities based on divine magic, to contrast with the Mage's more arcane magic. While I don't plan on releasing the Cleric first, they are easily the thing I most want to release this year.


[h3]City Quest[/h3]
Lastly, with the caves quest finished for now, it would be nice to get moving on the city quest! My current concept is to have the Imp ask the player to raid a special dwarven vault. The major catch will be that none of the player's items can go with them, leading to a little microcosm of gear progression that will only exist within the vault.


[h2]Smaller Things[/h2]
[hr][/hr]
Shattered updates usually include some pretty significant smaller changes in addition to headline content. Here are some of the smaller things that I'm currently considering for side content in future updates in 2024 and beyond, in no particular order.
  • Adjustments to hero and talent mechanics
  • UI and UX improvements for larger screens, and keyboard/controller players
  • More badges or a challenge to test the skill of experienced players
  • A few more supporter benefits for users who've purchased the game
  • Further streamlining to the alchemy system and tweaks to specific recipes
  • Reworks, tweaks, and additions to existing item categories
  • Further improvements to shops, possibly including some new ones
  • New room types and general improvements to level generation
  • And, of course, every update comes with a bunch of bugfixes and small QoL tweaks

It's worth noting that this sort of smaller content is often the subject of polls on my Patreon. If you'd like to influence what smaller content I focus on, please consider pledging and voting!

[h2]Longer-Term Plans[/h2]
[hr][/hr]
Here are some other things I'd like to do in Shattered that I'm definitely going to be implementing after 2024. Think of these are longer term 'nice ideas' or 'stretch goals'. The higher an item is on this list, the more clearly defined my idea is for it.

[h3]Halls Quest[/h3]
There's an obvious opportunity to add a quest to the game's final region. 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, and I have a few ideas for interesting quests that could test an endgame character.


[h3]Hero-Focused Lore[/h3]
Once I've added the Cleric, I would really like to start adding lore documents that focus on the heroes themselves. These could include journals written by the heroes from their perspectives, or documents that describe interactions and conversations between the heroes.


[h3]More Subclasses[/h3]
It would be nice to add one more subclass to each hero, to better take advantage of Shattered's increased equipment and class diversity. However, it's important that I have enough good ideas to ensure that all of the new subclasses are interesting.


[h3]New In-Game Art[/h3]
Over the years Shattered has gotten loads of audiovisual improvements, and the game's pixel art and environments are starting to look pretty dated by comparison. I'd really like to work with an artist to improve the game's spritework and environmental detail, while still staying true to the current art style.


[h3]Endless Mode[/h3]
Some form of endless mode is an extremely 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 could get with particularly strong character builds. I have a few loose ideas for how endless might work, but no solid design at the moment.


[h3]Alternate Paths[/h3]
Another common request is to have more dungeon floors, but just tacking more on risks making the game too long. An alt path could offer new environments and enemies without making the game directly longer. This would be a huge time commitment though, so I'd only really consider it when ShatteredPD is otherwise finished.


[hr][/hr]
And that's everything I've got plans or ideas for right now; here's to another great year of Shattered Pixel Dungeon! I'll keep posting larger news articles here, of course, but if you'd like smaller incremental updates, you can subscribe to the Shattered Pixel Newsletter, or follow me on Mastodon.

Coming Soon to Shattered: The Gnoll Caves Quest!

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

Hey Dungeoneers!

The second variant of the new caves quest is now ready for beta! In this post I'm going to go over what this new quest area entails, and also share some other content coming in v2.3.0.

The beta for Shattered v2.3.0 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.


[h2]The Gnoll Mining Area[/h2]
[hr][/hr]
To quickly recap, the mining area is a special level that's only accessible during the new caves quest, where the player can dig through walls! Making your own terrain opens up interesting strategic opportunities, and lets the quest area have a much more free-form shape compared to regular floors. The existing quest variant, added in v2.2.0, tasks the player with tunneling through a cave filled with fragile crystals.



The new gnoll variant has different terrain which is quite a bit less fragile. These gnolls have been using some pretty chaotic earth-moving magic to get at the gold in the area, resulting in lots of boulders and cave-ins. Unlike the crystal quest, where rooms were mostly connected to each other, rooms in the gnoll caves quest will mostly be closed off from each-other. Not to worry though, there are plenty of environmental hints that can point you in the right direction.

(Please note that the following pictures use unfinished visuals. Obviously this new area isn't going to be as shiny as the crystal caves, but there are some visual improvements I'd like to make before full release.)



The core ingredients of the quest area are otherwise the same: you'll need to collect 40 gold, there are one or two secret rooms, three larger rooms with tougher enemies, and one giant room with a boss!

[h2]Gnoll Enemies[/h2]
[hr][/hr]
The gnoll caves quest has three unique enemies:

The first and most common enemy in this region is the Gnoll Guard. Guards are weaker than brutes overall, but have extra attack range thanks to their spears. They also deal heavy bonus damage if they can attack you at a distance. The best way to fight them is to try and force them into close-up combat, as they have trouble attacking around terrain like walls and boulders.


Next up are Gnoll Sappers, which have a variety of disruptive and supportive tools granted to them by the area's boss. They aren't especially proficient with them, but still pose a notable threat. Each sapper also comes with an accompanying guard, and you'll want to try and use the sapper's abilities to your advantage to get the upper hand.


Finally, the region boss is the Gnoll Geomancer. Unlike sappers, the geomancer is very proficient with rock-based magic, so expect to do a lot of fancy footwork or you'll be taking a boulder to the face. The fight plays out a bit like Tengu's fight, with the geomancer jumping away from you while hurling various rocky attacks. The geomancer will also conscript any living gnoll sappers to help it, so you probably want to clear the cave out before starting the geomancer fight.


[h2]v2.3.0 Side Content[/h2]
[hr][/hr]
As always, v2.3.0 is going to include some side content as well! This time around I've tried to focus on little additions that were fairly easy to implement:



  • Firstly, hero's remains now contain an extra unique consumable that's themed after the hero who died. These items replace the old boring 50 or 10 gold remains drop, and will also appear in conjunction with regular remains loot if the game selected any. You can use these items for a small benefit, or hold onto them earn some new badges.
  • Next, Shattered has had little holiday food items that temporarily replace cornish pasties ever since 2016, but only for Halloween and the Winter Holidays. I'm finally expanding that for 2024, so keep an eye out for something for Lunar New Year in early February, and for Easter in late March to early April. I'll be adding more of these throughout the year too.
  • Lastly, I'm adding new icons to the various numbers that indicate damage, positive effects, and currency gain. These icons make these text popups much cleaner and make it more clear where damage or healing effects are coming from. I've also taken the opportunity to add a bunch of text popups for various healing and shielding effects.




[hr][/hr]
I'm not too certain how long the beta for v2.3.0 will last, as there's still one more quest variant to implement before the caves quest as a whole is complete. I'm going to spend a bit of time working on that, and depending on how smoothly development of the final variant goes I'll either include it as a part of v2.3.0 or put it off until later in favor of getting v2.3.0 fully released sooner. If you'd like to keep up to date on that, you can subscribe to the Shattered Pixel Newsletter, or follow me on Mastodon.

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

v2.2.1 - bugfixes and new quest reward tweaks

Hey Dungeoneers, Shattered Pixel Dungeon v2.2.1 has just released!

This patch fixes various small bugs, and include some mild nerfs to the rewards of the new quest. I do want the new caves quest to be a lot more rewarding, but not so much that it makes the later stages of the game significantly easier.

I'm also trying out a slightly new format for writing down changes here as well. You can now click on 'show details' under each entry to get a complete list of changes, instead of being forced to check them in-game.

[h2]Changes[/h2]
[hr][/hr]
Blacksmith Reward Changes
[expand]
Overall I'm fairly happy with the level of challenge and reward the new quest offers, but from looking at gameplay data the rewards are a bit overtuned currently.

I certainly don't plan to reduce the blacksmith rewards back to being similar to before this new quest, but for now I am making some initial changes to get them into a better place balance-wise. This will make it easier to fine-tune the overall quest difficulty and rewards in v2.3.0.
  • Cost for second reforge/harden up to 1500 from 1000
  • Upgrade now caps at +2, down from +3
  • Chance for smith to produce a +0 item up to 30%, from 20%
  • Chance for smith to produce a +1 item down to 45%, from 55%

[/expand]
Misc. Changes
[expand]
  • The Crystal Spire now awards 20 exp when it is defeated
  • Increased the amount of toxic gas that the rot heart can produce
  • New quest bosses now interrupt the hero when they are telegraphing an attack
  • Updated translations and translator credits

[/expand]
Bugfixes
[expand]
Fixed the following bugs:
Caused by v2.2.0:
  • Various rare crash bugs in new quest
  • Hardening not being preserved when transmuting weapons
  • Items rarely spawning on new quest entrance
  • Hero getting teleported to quest entrance if game was loaded while they were inside a crystal spike
  • Various minor visual bugs in new quest
Existed Prior to v2.2.0:
  • System gestures in iOS sometimes registering as taps within the game
  • Endure ability not working properly when used twice quickly
  • Melee damage of Mage's Staff benefiting from talents that boost wand levels
  • Various blink effects allowing movement over magical fire
  • Some game actions being possible while meditating
  • Various minor visual and textual errors

[/expand]