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v2.0.1

Hey Dungeoneers!

v2.0.0 ended up being a pretty stable update so (hopefully) I've just got one patch for you, a bit more than 2 weeks after the initial release.

[h3]Bugfixes and QoL[/h3]

There are a bunch of smaller bugfixes and QoL improvements in v2.0.1, here are the most notable ones:

  • Quickslot contents are now automatically swapped if a newly equipped item that is not quickslotted replaces an item that was quickslotted. This should make Duelist weapon swapping gameplay smoother.
  • The changes screen now supports more text for a single entry. On mobile UI the changes window can now have multiple tabs, on full UI the changes pane on the right is now scrollable.
  • Attacking an enemy now properly sets them as the auto-targeting target in all cases
  • Fixed the duelist not being automatically unlocked for existing players with a win


[h3]Duelist Balance[/h3]

I expect to make some more thorough changes in v2.1, after gameplay data becomes more reliable, but for now I'm making some early buffs to the Duelist to improve on a bunch of her talents and weapon abilities that are not performing as well as others. This should hopefully make her gameplay feel more consistent:

  • Weapon ability recharge speed increased by 12.5% at no missing charges, down to being unchanged when at 0/10
  • Strengthening Meal bonus damage up to 3 from 2
  • Swift Equip cooldown down to 20 turns from 30
  • Unencumbered Spirit energy boost up to 33/67/100/150%, from 25/50/100/150%
  • Monastic Vigor threshold changed to 100/80/60%, from 100/85/70%
  • Sneak now grants 8/6/4 turns of stealth, up from 6/5/4
  • Spike now deals +40/30% bonus damage, up from +15/10%
  • Heavy Blow now deals +65/60/55/50% damage, up from +50/45/40/35%
  • Combo Strike now deals +40/35/30% damage per stack, up from +30/25/20%
  • Spin now deals +33% damage per stack, up from +20%


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

Shattered Pixel Dungeon v2.0.0!

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

Hey Dungeoneers, v1.4.0 has been released on Google Play, the App Store, Steam, and GitHub! The game is also currently on sale on Steam in celebration of such a large update!


[h2]The Duelist! (and more fixes!)[/h2]
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v2.0.0 includes Shattered's first ever new playable character! The Duelist is a melee weapons specialist who has a unique ability for every weapon in the game. Just like the other heroes, she has 2 subclasses, 3 armor abilities, and 26 talents!

Adding a new hero ended up being more work than I expected, but I'm very happy with the result. Over the years Shattered has slowly expanded gameplay for the existing heroes, adding loads of new mechanics and gameplay options, and I'm thrilled to finally bring that to an entirely new character as well! I expect that the Duelist will need tweaks over time, given how new she is, but overall I really hope that her new weapon abilities will make weapon-focused builds more interesting for experienced players.



Despite it not being intended as a focus of v2.0.0, I've also managed to fix just as many bugs and various smaller issues as I did in v1.4.0! I chalk a lot of that up to v1.4.0 clearing out much of my queue of smaller fixes, which made it easier to keep on top of various little issues as they were reported. I'm also getting more messages from players than ever, which means even incredibly specific and obscure things are getting reported to me.

I talked about this update in two 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.

  • v2.0.0 releases 160 days after v1.4.0, and 413 days after v1.0.0.
  • The Duelist has been added, with a unique ability for every weapon!
  • The Duelist also releases with two subclasses: Champion and Monk.
  • The Duelist also releases with three lategame abilities: Challenge, Elemental Strike, and Feint.
  • Changes to the ascension challenge to better smooth out difficulty.
  • 25+ misc. changes
  • 60+ bugfixes
  • Buffs to: pickaxe, rings of energy and arcana, glyphs of repulsion and flow, and horn of plenty.
  • Buffs to: shrug it off talent and wild magic ability.
  • More significant nerfs to: shields, wands of corruption and regrowth, chalice of blood, and ethereal chains.
  • Smaller nerfs to: rings of furor and evasion, blocking enchantment, timekeeper's hourglass, alchemist's toolkit, and wand of fireblast.
  • Nerfs to: Warrior's ID talent, heroic energy talent, double jump talent, and smoke bomb ability.


[h2]What's Coming Next?[/h2]
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  • My current plan is for the next major update to be v2.1.0, which will mostly be focused on responding to any balance or general gameplay issues that appear as dust settles from the Duelist's release.
  • The largest changes in v2.1.0 will be focused around the game's heroes, with a big emphasis on the Duelist. I'm generally happy with how she performed during the beta, but such a large addition to the game is definitely going to need some refinement over time. I may also make some smaller changes to the other heroes as well, depending on how things shake out.
  • v2.1.0 will also include some amount of side content, but it will probably be fairly small. I plan to add a couple new exotic enemies, and there might be room for one or two other little things as well.
  • There will also be more miscellaneous changes and bugfixes! Despite all of the fixes I've made in v2.0.0, my list of things to do has actually grown! I'd like to spend a bit of time keeping that list in check.
  • And no I haven't forgotten about the blacksmith's quest! I will likely do some concepting or internal technical work for it during v2.1.0's development, but the quest rework itself is more likely to be part of v2.2.0.


I don't yet have a specific timeline for v2.1.0, but I think it's a safe bet that you'll hear from me about it sometime in late April or May. 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.

The Duelist Releases on March 13th!

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

Hey Dungeoneers, the beta for v2.0 lasted a little longer than expected, but everything is now ready and I plan to release the update on Monday, March 13th at 1pm EDT!

I've been pretty regularly updating folks with beta progress on Mastodon and Twitter, but thought it was a good idea to update everyone here as well.

Since the beta started exactly a month ago, I've filled out the Duelist's remaining subclass and armor ability, made some critical balance changes, fixed a ton of bugs, and am in the process of making a few final visual refinements before I submit v2.0 for approval to the game's various platforms.

Once v2.0 releases, Shattered will also be 25% off on Steam to celebrate. The sale will last for 10 days total, which includes Steam's regular spring sale event.

If you'd like to play the Duelist a bit early though, The beta for v2.0 is still available. 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.


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This post will be taken down once v2.0 releases.

Coming Soon to Shattered: The Duelist!

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

Hey Dungeoneers, v2.0 is finally ready for beta!

The beta for v2.0.0 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 share some more details about Shattered's first new hero! I expect the beta for v2.0 to last a little longer than usual, as there's still a bit of content to complete. Right now the Duelist herself is fully playable, along with the Champion subclass and two armor abilities. I expect to finish up and fully release in about 2 or 3 weeks.

Just a quick note first: Please keep in mind that a new hero is a big undertaking. We are very close to release, but some details and visuals here may still change before v2.0 goes live. Also, while I always try to keep to the ETAs I provide, please remember that they are just estimates. If the update hasn't released yet, it's because I'm still working on it!

[h2]Introducing The Duelist![/h2]
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As mentioned last time, the Duelist focuses on weapons and activated abilities, to contrast with the Warrior's focus on armor and passive durability. Her primary power is a unique ability that changes on a per weapon basis. These abilities are meant to augment gameplay and also provide a more visible and interactive power to each weapon. There are over 15 unique abilities!

These abilities make weapons feel a little more like some of the game's 'special' items like artifacts and wands. There are even some mechanics in place to encourage more varied weapon gameplay within a run. Here are some talent examples:



[h2]Subclasses[/h2]
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Just as with other heroes, the Duelist has two subclasses on offer:

The Champion doubles down on weapon ability gameplay by letting the Duelist wield two weapons at once! The Champion can freely switch the weapon she is attacking with and use either weapon's ability whenever she wants. The Champion has a lot of options when it comes to weapon abilities, which can be further improved via talents:




The Monk has less of a focus on equipment and instead grants the Duelist several utility-focused abilities that are based on physical technique. The monk builds energy toward these abilities as she defeats enemies. This plays a bit like a more relaxed version of the gladiator, as this energy does not fade over time, but does have a cap.


I've not got any talents to show off for the Monk just yet, but here are some mostly-final ability concepts instead:

  • Flurry of Blows costs 1 energy and lets the Monk make a quick unarmed strike that penetrates armor. This strike is instant if it follows up a regular attack, making it a great finisher.
  • Cleanse costs 2 energy and removes most harmful effects from the Monk, but takes a couple of turns.
  • Dash costs 3 energy and lets the Monk instantly move to a location within a few tiles. This is great for a quick reposition, and even goes over hazards.
  • Focus costs 3 energy and lets the monk prepare to dodge the next incoming attack, just like a dwarven monk would.


[h2]Armor Abilities[/h2]
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Lastly, after defeating the game's penultimate boss the Duelist gains access to three armor abilities!

Challenge targets a single enemy, compelling them to fight the Duelist while all other enemies are temporarily frozen in time. This is a great move for singling an enemy out from a crowd. Challenge does not freeze the Duelist's allies, or a boss' minions if a boss was targeted.


Elemental Strike hits an enemy or location with a regular attack that's guaranteed to hit and spreads a magical effect in a cone. This magical effect varies based on the enchantment on the Duelist's primary weapon, leading to a lot of variety in exactly how this ability works.


Feint causes the Duelist to pretend to strike an enemy while actually dashing to an adjacent tile. An afterimage remains at her old location for a brief moment, attracting the attention of any enemy that was targeting her. Feint is a great panic button move, but will also grant extra power against enemies that fall for it.


[hr][/hr]
As mentioned higher up, I expect the beta for v2.0 to last a little longer than usual as I finish up the Duelist's game content. If you'd like some incremental updates on that leading up to release, consider following me on Mastodon or Twitter. I've tried to start posting little progress updates there around once a week.

Shattered Pixel Dungeon in 2023

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

Happy new year rat punchers!

Just as with previous years, I'm writing a blog post at the start of 2023 to summarize my longer-term plans for Shattered Pixel Dungeon! This post starts with a year in review, and then lists a bunch of major changes and additions that I have planned for the game. These should end up being the focus of future updates both in this year and into the future.

If you'd like to see my previous 'plans for the year' blog posts, you can find them here: 2022, 2021, 2020, 2019.

[h2]Looking Ahead to 2023[/h2]
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Before getting to what I have planned in 2023, let's take a quick look back at 2022. Of the 13 items listed in last year's post, 3 were fully completed, and 4 were partially completed. Some progress has definitely been made, but there's no way around the fact that 2022 has been a more quiet year with just 3 major updates.

While 2022 was lighter on new content than I'd like, it did include Shattered's release on Steam! I've been so thrilled to see Shattered do well outside of the mobile sphere, and hope to see it continue to grow on Steam as it has on Android and iOS.

In 2023 I want to actually release some of the major content additions that I promised in 2022. This includes at least one new hero, big quest reworks, and probably a bunch of smaller additions/changes as well. Read on for more details!

Please note that this is not a specific plan or content roadmap. I really try to avoid locking something down until I'm actually developing it directly. Everything I'm about to discuss is speculative and may change, and isn't necessary going to be added in the order that its listed.

[h2]The Duelist[/h2]
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Firstly, The Duelist and v2.0.0 are currently well into development. Unfortunately I've been sick these last two weeks (a nasty cold), which has delayed things somewhat. I'm currently aiming to share more details about v2.0.0, and a beta, around the end of January or early February.

If you'd like an overview of the Duelist, take a look at the last blog post. Currently the base Duelist class (including talents and weapon abilities) is complete, subclasses are about half implemented, and armor abilities are fully concepted.

I'll also try to post a few shorter updates and teasers for v2.0.0 over on Mastodon and Twitter during this month.

[h2]Higher Priority[/h2]
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These are things I'm giving more immediate priority to. I'm going to try and get most or all of these done in 2023.

[h3]Caves Quest Rework[/h3]
Initially slated for 2022, I ended up postponing the caves quest rework to 2023 because of some design hiccups. I want to change the quest into a sort of 'mining minigame' that lets the player dig through a specialized environment to find treasures to bring back to the blacksmith.


[h3]More Art![/h3]
Aleks and I are working on some more art for the game! This time around we're planning splash arts for each of the game's five regions. These will show up during loading transitions and show off each environment in fully rendered detail. All I'm ready to show off is a teaser for the sewers art at the moment though.


[h3]City Quest Rework[/h3]
After the caves quest, I also have some plans for a reworked 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.


[h3]The Cleric[/h3]
Once the Duelist is finished, I can start thinking about the second hero I want to add. The Cleric is a divine magic user with a wide variety of defensive, supportive, and utility spells. I want them to contrast with the Mage, who likes to heavily upgrade wands for more direct power.


[h2]Medium Priority[/h2]
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These ideas are all pretty solid in my head but have less importance, or rely on other things being finished first. I may get one or two of these done in 2023.

[h3]Shop Overhaul[/h3]
I want shops to use an interface, rather than placing items on the ground. This would improve existing shops and allow for new ones. These shops would appear semi-randomly through the dungeon with more limited and specialized stock. Some may trade in things other than gold as well.


[h3]New Item Type[/h3]
I think there's room in the game for a 'modifier' item, which would be more about tweaking gameplay variables than giving direct power or utility. Alchemical energy might work very well as a means of producing and powering up these items, and would give more reason to turn excess consumables into energy.


[h3]Hero-Focused Lore[/h3]
Once I've added the two new heroes, 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]Incremental Additions[/h3]
Just as in 2022, There are a bunch of smaller content additions that I could add. These will appear as side content in other updates. Right now the things I'm considering most are: new badges, new music/sfx, a new artifact, new enemies, a new challenge, UI improvements, rebalances/reworks, and QoL/bug fixes.


[h2]Lower Priority[/h2]
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These ideas will get worked on eventually, but are lower priority. They might get more fleshed out concepts in 2023 but I am unlikely to work on any of them directly.

[h3]Halls Quest[/h3]
While I don't have a specific design in mind yet, there's an obvious opportunity to add a quest to the Demon Halls. I'm not eager to make the game too long, but I do think that lengthening the last parts of the game a little would be a good thing.


[h3]More Environment Details[/h3]
While working on the new splash arts with Aleks, its really become clear to me that the game's current environments are a bit plain in terms of the types of terrain that you can encounter. New terrain types could have gameplay effects, or just be about visual variety.


[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.


[h2]Stretch Goals[/h2]
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These are neat ideas I have which I currently do not have a place for, either due to not having a working design in my head or because of the significant effort required. They are the sort of things I might look to work on in the future when I'm otherwise finished with Shattered updates.

[h3]Alternate Paths[/h3]
It's a common request to have more dungeon floors, but I don't really want to make the game longer. An alternate path solves that problem by offering new environments and enemies which tax the skills of experienced players. Of course, adding in such a path would be a gigantic time commitment.


[h3]New Pixel Art[/h3]
Over the years Shattered has gotten a new 2.5D art style, new sound effects, hero splash arts, and new music! The pixel art itself now feels a little dated. I'm not sure exactly how I might do this yet, but I might like to remake the game's sprites and environment texturing, while still staying true to the original style.


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Those are my plans for 2023 and beyond! While there's still plenty to do, the items on the priority list are slowly becoming more short-term and specific, as I try to keep the total number of items to about 12-15. Hopefully 2023 will have a larger emphasis on new content, and I can finally share some of the big content additions I've teased for a while now.