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πŸ“ Patch Notes and Hotfixes [1.1.1.6]

[h3]Hey everyone ✌️ Fressato here![/h3]
I hope you're all enjoying the game! We are excited to bring a batch of hotfixes and small changes to enhance your experience. This patch focuses primarily on addressing minor issues and improving the quality of life within the game. While we’ve made some adjustments to align to a better quality playthrough, we've been careful to make minimal changes, ensuring that your experience remains largely unchanged, just refined.



Thank you all for your continuous support and love for the game. We believe these tweaks will help smooth out various aspects and fix many unwanted issues, making your gameplay even more enjoyable.

Possible Spoilers Warning!
Patch Notes
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[h3]Tutorial Mouse Bug[/h3][hr][/hr]
  • The issue players were having while playing in the tutorial dungeon in the 1.1.1.6 version earlier should now be fixed. The game version has not changed, but the problem won't occur if the game is properly updated. We hope everyone can enjoy the patch properly now! Thank you all for your patience.
[h3]Monsters and Gizmos Changes & Fixes[/h3][hr][/hr]
  • Ember Sage will no longer disappear without dying and possibly softlock the game when performing their action with 1 HP left.
  • The Dyna Miasma level change from the previous hotfix, which involved removing the central pillars, caused them to disappear at a Miasma level earlier than intended. Now, they should properly disappear upon reaching Miasma level 3.
  • Demiurge will no longer be targetable by spells whose major effect is movement (e.g., Relocate, The Swap, Izuna Drop). However, it will still be targetable by spells that include some sort of pre-action to the movement (e.g., Punt, Denying Palm, Stalagmite, Stalactite), though it won't move after the pre-actions (e.g., Punt will only deal Melee damage). This change ensures that Demiurge remains immovable, altering its previous method of immovability mechanics, as there were still situations where its permanent root could be removed. Additionally, this update allows players to use such cards on other immovable targets, such as the Dummy from the Dune Dome.
  • The worm will no longer land on Reflector tiles.
  • Crystal and Green Nautilus received a small polish on their SFX.
  • Illusionist special rooms in the Glacial Library (the ones with multiple illusionists that start without combat) will now properly transform Gizmos into illusions when the room is generated. This means that rooms with Golem Antennas or dungeon Gizmos will have more illusions than usual.
  • Additionally, Illusionist special rooms now have the illusionists being unmovable, avoiding issues of overlapping entities when swapping the real illusionist with a fake one, and hitting any fake to start combat.
  • The Tower Pawn's HP changed from 2*2 to 1*4.
  • The Pawn will no longer disappear without dying when getting onto a promotion tile, fixing this bug that could lead to softlocks.
  • VFX and SFX were polished for when the Pawn completes it's puzzle.
  • Catfish will no longer target Fishbait to entities immune to lure, including the player.
  • Dealer is no longer immune to charm, returning to the mechanic of dealing purgeable effects to the player if charmed by a Siren.
  • Dealer now properly shows a target over the player in their preview.
  • The Ancient Effigy now properly increases the mechanics of Miasma when defeated at the Tower. The QA team reported that even if the game's interface and runes recognized the Miasma changes, the dungeons would not increase Miasma unless the Effigy was defeated in the Tutorial. It is important to remember that Miasma only affects the four cardinal dungeons. The Tower and Misty are not affected, meaning they won't experience any mid to late-game difficulty changes. Additionally, Bosses only have four stages of Miasma, as the fifth level only applies changes to dungeons special monsters layouts, and corrupted shrines.
  • The Innkeeper quest will now properly consider the Ancient Effigy as a boss to kill in his final quest.
[h3]Cards Changes & Fixes[/h3][hr][/hr]
  • Downpour, Copycat, and Adrenaline now properly count their triggers for quests.
  • Blast Stones now preview their radius when casting the card, helping players calculate their areas of damage/effect.
  • Headhunt now has the proper range adjusted and previewed as intended. Additionally, to align its value with other Traveler cards with similar rune and rarity, its bonus now is a +5 damage.
  • Flamberge phaser now deals 2 Burn for each point of melee damage dealt on the target unit.
  • Some VFX for cards mentioned above were polished.
  • Some cards received an extra trait or a trait change to better indicate their functionality or to add flavor and better connect to their description.
  • Shadow Strike now properly deals the amount of Stealth described on the card.
  • Alpha, Beta, and Gamma Star will now trigger their warnings at the start of the Caster's turn. This change should not significantly affect the cards' mechanics in most cases, but it aims to simplify the communication of its effects to players through the cards descriptions.
  • Some projectile cards still had a deprecated camera function of slightly following the Mouse while casting, they are now corrected and will follow the pattern of having a fixed camera in the center of the Dungeon room.
  • Some cards that summon warnings (e.g. Killing Arrow, Avalanche Slam) that still didn't work out-of-combat now should function properly.
  • Killing Arrow warning now has a small visual effect to indicate it will fall in the next round.
  • Hook preview received a fix for a specific situations where the player movement simulation wouldn't work properly.
[h3]Dungeons Changes & Fixes[/h3][hr][/hr]
  • The Shinobi Puzzle was rolled back in the previous hotfix (.5) to the version before Shuriken changes. Now it should be properly back to the 1.1.1 version considering the new Shuriken teleport range.
  • Visual Fix for previews while casting cards over specific interactable tiles (cannon, turn pad, sacrifice, switches, promotion, and reflectors). Tiles would not properly be overlayed by the preview tiles, now it should work properly as other traps.
  • Webs will now disappear at the end of combat or when a turn ends while no combat is happening unless they are over Chasms, Magma, or Ice tiles.
  • Magma city geysers will no longer trigger when there is a trap over them, behaving like other dungeon traps in the game.
  • Rope Shrine VFX received a slight polish.
  • Fixed a bug where selecting "no" on the Rope Shrine would trigger it anyway.
  • Small changes to the Fishing rooms were made to better position the Broken or Rope Shrines.
  • The elevator animations for both leaving and arriving were slightly sped up by a total of a second and a half.
  • All Stealth VFX props from all dungeons are now properly indestructible props to avoid confusion about targeted and melee attacks interactions with destructible props.
  • Plague Stalker preview has been slightly reworked to better communicate its actions.
  • Unknown Being Xuaih will no longer target tiles with other Xuaih during Rain Of Stars attack.
  • Monsters that summon warning tiles will now display the warning damage as a splash damage tag during the preview of their action. This was added to help players more easily determine the severity of each attack and evaluate if staying on that tile is a valuable strategy during battle.
  • Glacial Library's stalactite special rooms in the Glacial Library will no longer target gizmo tiles or tiles with enemies, and the number of tiles marked per round has changed from a maximum of 7 to a maximum of 9.
[h3]Interface Changes & Fixes[/h3][hr][/hr]
  • Some extra text has been added to better communicate specific mechanics. In addition, there were text and grammar fixes in various languages.
  • Some missing inspectables were added to facilitate the readability of major UI elements. With this change, all card information screens (Deckbuilder, Booster Opening, Guide, Dungeon Reward/Bag, and Draft Mode) now have tooltips for the rune level of cards and their rarity.
  • Booster Open All button now properly displays its text when the first booster is not selected (previously defaulting as a second close button).
  • Open Booster now properly scrolls long lists of different boosters. The collision spacing between boosters was widened by a few pixels, making it easier to scroll with the mouse without changing the normal use of the screen.
  • Exclamation marks on new boosters now disappear when hovering over instead of when clicking them, while on the Booster Opening screen.
  • The game's camera for non-standard (16:9) resolutions will no longer distort the pixel art. A new custom border was added to embellish most of these resolutions. Vertical resolutions (e.g. 9:16) might still have black borders depending on how you adjust the game's window.
    • Note that the minimum game window requirement will always be 640x360. If any of these values do not fit within the current window resolution, the game will display a black screen.
    • Additionally, this change aids us in further investigating the issue where certain hardware was causing the game to crash randomly when playing on Borderless Window at non-standard resolutions. While the solution provided in this patch may not have completely resolved the issue, as we are unable to properly test it and be sure it is fixed. Playing in Windowed or Fullscreen mode with a Frame Rate adjusted to your screens limit will help mitigate effects if they happen to you. Both of these settings can be adjusted in the options menu.
  • The bug where the Boosters tab on the Town's UI wouldn't lose the exclamation mark when using the Booster Manipulator is now fixed. Similar issues with this tab should no longer occur.
  • A bug where the rune slots would become unselectable when changing from gamepad to mouse controls is now fixed.
  • Fixed Arena Flags not properly adjusting their highlights when loading a save from any dungeon.
  • Fixed True Ending cutscene problem where beating the game more than once without restarting would cause the first cutscene to be mostly a black screen until the last frame after the second completion.


~ πŸ“• Fressato

πŸ“ Patch Notes and Hotfixes [1.1.1.1 β†’ 1.1.1.5]

[h3]Hey everyone ✌️ Fressato here![/h3]

I hope you're all enjoying the latest patches! As we mentioned in our previous post, 1.1.1 was our last major update as we shift our resources to new projects. However, we've seen the need to release some additional hotfixes and small patches to further improve the game and address some issues.


We’ve made bug fixes and quality of life changes based on your feedback. Also, some of the changes in these hotfixes were meant to be included in 1.1.1 but weren't implemented in time for the patch due to various reasons. We’ve addressed these to ensure the game is in its best possible state. All of those should be disclosed properly down below.

Thank you for your continued support and feedback. Here are all the fixes and changes between versions 1.1.1.1 and 1.1.1.5.

Patch Notes
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[h2]Quality of Life Changes[/h2]
[h3]Text Corrections in Multiple Languages[/h3][hr][/hr]We've made numerous grammar and consistency corrections to the text throughout the game. Our goal is to ensure the language is as clear as possible, based on player feedback from both Steam and Discord. While these changes might not be immediately noticeable, please rest assured that if you reported an issue with the text through the appropriate channels, it should now be fixed.
[h3]Deckbuilder UI for Controllers[/h3][hr][/hr]We've made adjustments to the UI interactibility in the deckbuilder to improve the experience for players using a controller.
[h3]Map Selection for Controllers[/h3][hr][/hr]When using a controller, both Scavenger and StageCoach will now have a dungeon/region pre-selected for the player, displaying its image, description, and difficulty. Previously, a region was selected, but players needed to interact with the interface before any information appeared.
[h3]Secret Character Movement[/h3][hr][/hr]
  • The movement of the secret character has been slightly reworked to be less dizzying for some players.
  • The secret character will no longer change their custom movement when hexed. They will continue to use it while having the effect. This addresses the bug where the movement would be lost after losing Hex.
[h3]Miasma on Shrines[/h3][hr][/hr]Corrupted Shrines will now mantain their pad under them, but they will be faded to indicate that they cannot be utilized. This change helps clarify that the shrine can still be activated with the Heavenly Slip curio.
[h3]Adventurer's Shadow Fix[/h3][hr][/hr]The Adventurer's Shadow entity from the Tower has had its counter and throe mechanics fixed to address some minor issues.
[h3]Trading Hand Visuals[/h3][hr][/hr]The trading hand now features a smoother animation for its trigger tile disappearing when hit by the player.
[h3]Thermostat Targeting[/h3][hr][/hr]Thermostat now properly applies Wound only to entities it considers enemies of its summoner. Thermostats from dungeons attack allies, while player thermostats attack enemies.
[h3]Small VFX Changes[/h3][hr][/hr]Some VFX have received small additions to better communicate their effects.
[h3]Crazy Rooster Sound[/h3][hr][/hr]The Crazy Rooster is now less loud.

[h2]Changes Intended for 1.1.1[/h2]
[h3]Cards Ranges and Targets[/h3][hr][/hr]
  • Blink now has the intended range, forming a 5x5 box without corners instead of a diamond shape.
  • Blooming and Earthbind's root area of effect has been increased from 5x5 to 7x7.
  • Heroic Stand can now be cast on both the player and any monster.
[h3]Shrines Spawn Rate[/h3][hr][/hr]The spawn rates of some Special Shrines have been increased based on observation of playthroughs and community feedback.
[h3]Ancient Effigy[/h3][hr][/hr]The Ancient Effigy will now adjust its starting action at the beggining of the Boss Fight based on the player's HP and the number of petrify statues in the room. It will alternate between Gaze and Reanimate. This change aims to speed-up the fight and reduce frustration for new players in the tutorial, while maintaining the standard fight for experienced players. Additionally, this adjustment affects the Boss Rush, skipping a ineffective turn from the effigy at the start of the fight.
[h3]Adventurer's Shadow Simple Rework[/h3][hr][/hr]1.1.1.5b: As many players have always noted, the Adventurer's Shadow from the Tower was quite a pain to deal with, no matter your deck. We noticed that players were relying more on luck to avoid encountering them rather than adapting their decks for these fights. Therefore, the Shadow received a light rework. It will now always have half the player's Max HP (always at full HP), and it no longer has a counter. Also, it's death throe was changed, now dealing a third of the player's health as non-lethal damage when it dies.
[h3]Conditional Trait[/h3][hr][/hr]A new Trigger trait has been added! All conditional trigger cards now have this trait, making them easier to identify in-game. Please note that this is exclusive to cards and serves a purely meta purpose, helping players identify and locate these cards for quests, as requested by many.
[h3]Strider Glove[/h3][hr][/hr]Strider Gloves now properly doesn't trigger with only the default movement. This change was intended for the 1.1.1 update but was accidentally reverted during the game update process, resulting in the need to quickly adjust the description between versions 1.1.1 and 1.1.1.1. With this fix, Strider Gloves now function as intended. Additionally, to compensate for this adjustment, the charge has been changed from 3/3 to 2/2, ensuring it remains useful for the many traveler decks that utilized the curio previously.
[h3]Other Curios Changes[/h3][hr][/hr]
  • Anvil Charm charge changed from 3/3 to 2/2
  • Hunter's Eye charge changed from 3/3 to 2/2.
  • Planar Prism charge changed from 3/1 to 4/1.
  • Plasma Quartz charge changed from 2/2 to 1/1.
  • Ritual Dagger charge changed from 2/2 to 1/1.
  • Smoke Bomb charge changed from 2/2 to 1/1.
[h3]Glacial Library Boss Fight[/h3][hr][/hr]In the Glacial Library boss fight, the center pillars should now be removed when fighting on higher miasma levels. This change was intended to be included in a previous major update but was inadvertently overlooked. It has now been properly implemented.
[h3]Player Traps Timing[/h3][hr][/hr]All player traps that were not standardized previously now function properly. They will disappear only at the end of combat or after a turn when out of combat.
[h3]Disease new Interaction[/h3][hr][/hr]Healing while Diseased now removes 1 Disease. This is a interaction exclusive to the Player and described in the Disease card.
[h3]Metal Box Consistency[/h3][hr][/hr]The metal box from Magma City now properly deals damage similar to crystal gems. The main difference is that metal boxes can also damage the player.

[h2]Other Bugfixes[/h2]
  • Warnings no longer interact with other cards and environments in an unintended way. This issue was noticed and fixed immediately after the 1.1.1 release, despite going unreported.
  • Champion Nuesh won't receive Stealth during the Enrage action turn on higher Miasma. This prevents the instant Lure cancellation of the action by the Crowd dealing stealth after it.
  • Fling will no longer activate triggers at the final tile of the entity's movement before the entity receive damage. This change prevents a potential softlock where an entity with 0 HP would fall into a Chasm.
  • Hinokami now properly triggers the Crush VFX when crushing an entity during the Dive action.
  • Succor targeting during the casting process has been fixed.
  • Baleful Shot can no longer target shield effects. The implementation of shields is particularly different from other effects, causing Baleful Shot to not work properly. To prevent bugs and avoid players wasting AP and their effects, Shield cards are no longer selectable to cast. This change is also reflected in the card's description.
  • The trait values of some monsters and cards have been fixed.
  • A bug from version 1.1.1, where the Ancient Effigy would land on an already occupied tile, has been promptly fixed following the update.
  • Many card previews with small specific inconsistencies have been fixed. This includes issues such as projectiles from a specific distance previewing their arrows in wrong directions, highlights on cards showing entities that should not be hit receiving damage, and more.
  • Punt Ogre now properly animates their Lure attack.
  • Decorative lava waterfalls in the magma city boss fight are now properly layered.
  • Vinethorns will no longer cause the game to softlock when stepped on during the last action point while out of combat.
  • Fixed the Frozen Meteor issue were it would summon the prop when casted in tiles occupied by sturdy units.
  • Stone Sigil will no longer grant the player infinite immortality if it dies while Diseased or by Petrification.
  • Thran Dynamo will no longer overlap entities inside one another in specific situations.
  • Numerous inconsistencies and bugs in Shadow Warrior have been addressed and fixed.
  • The Tome Shrine Praying secret had a small inconsistency that has been addressed and fixed.
  • Demiurge will no longer encounter issues moving entities away from their spawn tile, even if they are sturdy entities.
  • Demiurge will no longer lose its movement immunity after attacking itself. Additionally, Demiurge will no longer attack itself with Ancient Pyre.
  • Players will no longer remain highlighted after the first monster acted while playing with a controller.
  • Aerial Ace will no longer cause issues when targeting a monster over any rooting tile while flying.
  • Phantom Throw now features a consistent preview similar to Card Throw.
  • Siren and Broodmother targeting has been fixed. They now properly perform their actions as expected.
  • Treasure Hunter Hookshot visuals have been fixed.
  • Treasure Hunter will no longer cause the game to softlock after Hookshoting next to a door and inadvertently ending the combat before completing the movement.
  • Shinespark will no longer crash the game when casted in the direction of a mirror reflecting the player into a wall.
  • Ember Sage will no longer die before being able to deal damage when at their last hit point.
  • Fixed a bug where players were eventually unable to scroll down when saving too many decks while playing on a controller.
  • Many visual bugs related to the Worm have been fixed.
  • Reflection should now properly target allies in stealth.
  • 1.1.1.5b: Demon Lord's ability to summon a Black Hole will no longer cause softlocks when targeting non-prop entities.
  • 1.1.1.5b: Disease now properly discards under specific conditions during healing.
  • 1.1.1.5b: Rift Spark preview has been corrected, no longer displaying a swap that would not occur due to Damage Immunity.

[h2]Thank you![/h2][hr][/hr]

As always, thank you for all the support! We hope these patch notes help everyone navigate the fixes and small patches made over the last couple of months.

~ πŸ“• Fressato

🌟 A Year of Dungeon Drafters! The Explorer Plushie! 🐰

[h3]Hey Everyone! ✌️ Fressato Here[/h3]

Wow! It's hard to believe it's already been a year since Dungeon Drafters released on PC. Reflecting on the journey, it's been a whirlwind of change, growth, and unwavering support from our incredible community. We can't express enough gratitude to those who took a chance on our game.

From the anxiousness of releasing the game to the pinnacle of winning the Grand Prix Award at Busan Indie Connect, our journey has been amazing! With your help and patience, we've weathered bugs, released patches, and navigated through changes. Looking back, every ounce of effort has been validated by those moments when a player connects with our game. Knowing that our creation has resonated with someone is a feeling like no other.

Nevertheless, let's shift our focus to the reason for this announcement.

[h2]⭐ The LIMITED EDITION Explorer Plushie! ⭐[/h2][hr][/hr] The Makeship campaign for The Explorer Plushie is officially underway! This is your chance to commemorate One Year of Dungeon Drafters and take our cutest bravest Labbit on his next adventure: your home! Don't miss out on this incredible opportunity to own a piece of our world.

[h3]πŸ”— Click HERE to go to the Campaign Page![/h3]

[h3]πŸ—“οΈ The Plushie will only be available until May 19th![/h3]


[h2]🎁 Humble Devious Deckbuilders Bundle 🎁 [/h2][hr][/hr] Also, just as a quick reminder! We are currently participating on the Devious Deckbuilders Bundle!

This will be available until next Friday, May 3rd! So, if you still haven't gotten the game or know someone interested and wants to have an opportunity to try it out, this is an amazing chance not only to acquire Dungeon Drafters, but also other amazing Deckbuilders, all for a very affordable price!

[h3]πŸ”— Click HERE to go to the Bundle Page![/h3]

Not only will you be getting even more amazing games for an optimal price, but you will also be helping the Cool Effect charity, a very cool cause if you allow me to say that ːSlimeHatː

[h3]❀️ Thank You![/h3][hr][/hr]

We want to thanks everyone from the community for this amazing year! We hope everyone finds joy in the game and keeps being the fantastic community you all are! You're all genuinely incredible!

~ πŸ“• Fressato

πŸŽ‰ PLUSHIE GIVEAWAY! πŸŽ‰

[h3]✨ Hey everyone! Fressato here.[/h3]
We're finally close to completing our First Year since our PC release! And as promised, we've got quite a literal gift for the community!

[h2]🎁 We're announcing the Explorer Plushie Giveaway![/h2][hr][/hr]

As most of you know, we've partnered up with Makeship to deliver an awesome Explorer Plushie exactly on the date we complete a year since our PC release.

And with that partnership, we're able to deliver an AWESOME giveaway of not one, but TWO Explorer Plushies! One for each winner.

[h2]πŸ”₯ Now, cutting to the chase, to participate:[/h2][hr][/hr]
[h3]
  1. Follow @makeship and @DungeonDrafters on Twitter
  2. Retweet the Plushie Giveaway tweet
[/h3]

And that's it! You're already taking part in the giveaway with just these two simple steps.

πŸ“… The giveaway ends on April 26th at 2pm (ET), and Makeship will contact the winner through Twitter DMs.

πŸ€ Wishing the best of luck to everybody!



[h2]Thanks for this amazing year.[/h2][hr][/hr] I want to personally, as always, thank everyone in this amazing community. We've had an amazing year, and it's always awesome to see many of our passionate players push the game further into new grounds! Even though this is the final announcement for the anniversary, we still have cool things to come, like the game's encyclopedia and some other projects that are currently under NDA. Note that this might take a bit more time to be done, but we will keep working on them and be sure to announce everything on Steam and our main Social platforms (Discord and Twitter).

Good luck everybody, and Thank you! ~ πŸ“• Fressato

Humble BundleπŸ”₯Available in the Devious Deckbuilders Bundle!

[h3]✨ Hey Everyone! Fressato here with Exciting News![/h3]
We're thrilled to share another exciting development as Dungeon Drafters celebrates its anniversary!

πŸš€ Dungeon Drafters on Humble Bundle!
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Yes, that's right! We're part of the Devious Deckbuilders Bundle! If you haven't experienced Dungeon Drafters yet, or if you're eager to explore other fantastic deckbuilding games, now's your chance! This is a great opportunity to join us in celebrating Dungeon Drafters' anniversary!

[hr][/hr]


[h2]🎲 Other Amazing Games Included:[/h2][hr][/hr]https://store.steampowered.com/app/1755830/Astrea_SixSided_Oracles/ [hr][/hr]https://store.steampowered.com/app/1028310/BOOK_OF_HOURS/ [hr][/hr]https://store.steampowered.com/app/1717640/Mahokenshi__The_Samurai_Deckbuilder/ [hr][/hr]https://store.steampowered.com/app/1434540/Zoeti/ [hr][/hr]https://store.steampowered.com/app/981430/Gordian_Quest/ [hr][/hr]https://store.steampowered.com/app/1057800/Floppy_Knights/ [hr][/hr]

[h3]✨ Don't miss out on this opportunity to expand your Steam Collection![/h3][hr][/hr] Hope we can reach even more players who didn't have the opportunity to play yet! Plus, with every purchase, you'll be supporting the Cool Effect Org! Stay tuned for one last exciting announcement during our anniversary celebration. Your love and support mean everything to us!

~ πŸ“• Fressato