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Dungeon Drafters News

Community Items and Achievements!

We've provided a link to facilitate software translation. You can find it at: https://pastebin.com/5kTrJ25b


[h2]Hey there, Fressato here! ✌️[/h2]
I hope you're all having a fantastic time playing our game. We have some exciting news to share today: the release of our highly anticipated community items! We've put in a lot of effort to make sure everyone enjoys these new additions.


Community Items
[hr][/hr][h2]Point Shop[/h2]
We've introduced a range of backgrounds and emotes featuring our beloved game characters. Plus, we've listened to our incredible Discord Community and added extra emojis you requested. All of these are now available in our Point Shop!


⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Some of the Emotes Available

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀      One of the Backgrounds Available

[h2]Cards and Badges[/h2]
We're thrilled to announce the arrival of our Steam Trading Cards, stating this is kind of funny.
We couldn't miss the opportunity of utilizing the game's card as our theme! And we can't wait to see you collect and trade them all.


⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀     Some of our Steam Trading Cards

Alongside the cards, we've also included some cool badges featuring the game's bosses. Show off your accomplishments and let the world know what you've conquered!


⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀   All Badges Available

[h2]Localized Achievements[/h2]
We believe that gaming should be inclusive and accessible to players worldwide. That's why we've made it a priority to update all achievements with all available localizations. We apologize for the delay in implementing this, but now, everything should be working flawlessly.

Whether you're an English speaker or prefer another language, you can fully enjoy and understand the achievements!

Thank you!
[hr][/hr]Thanks everybody, for your incredible support. We genuinely appreciate each and every one of you. We hope these new community items and achievements will add a fresh layer of excitement to your gaming journey. Enjoy the game, collect your favorites, and have a blast showing off your accomplishments!

Cheers!
~ 📕 Fressato

ROADMAP! Future Plans and Update 1.0.7

We've provided a link to facilitate software translation. You can find it at: https://pastebin.com/EErjQncS


Hey there ✌️ Lucas Demo, technical artist of the game!
Today I'm here to talk about our future plans and the 1.0.7 update



ROADMAP AND FUTURE PLANS
[hr][/hr]Since the release of Dungeon Drafters, we've been hard at work listening to player feedback and working on improving the game. In the first two weeks, we've already released seven updates that focused on fixing technical issues, softlocks, and bugs to provide a smoother gameplay experience.



However, we know that there are still some key changes that need to be made in order to make the game even better. That's why we're excited to announce our plans for Patch 1.1! This upcoming patch will bring major balancing changes, quality of life features, and more to the game. Which include:

  • [h3]Test Room[/h3]
To enhance the card testing and deck building experience, we're introducing a new feature that allows players to access a dedicated room from the Town to test their current deck without having to commit to an entire dungeon run.
  • [h3]Improvements to Deck Builder[/h3]
In response to community feedback, we are also working on solutions to improve the process of saving and deleting decks. Additionally, we plan to include an archetype filter to make it easier to browse and select cards for your deck.
  • [h3]Improvements to the Hand UI[/h3]
This will improve selecting cards when you have a huge number of them in hand.
  • [h3]Balance[/h3]
We're planning some major balance changes to the game! Our focus will be on adjusting the power level of cards and curios, as well as tweaking the difficulty of encounters in The Tower. Additionally, we'll be making improvements to Mob Behaviors and the Miasma System. If you're curious about what specific changes we have in mind, you can check out our list of planned adjustments at this link.
  • [h3]Option to disable screen shake[/h3]
As requested by the community.
  • [h3]Translation errors and inconsistent text[/h3]
We want to thank all the players who took the time to report any issues with text and translations. We are currently working closely with all of our localization teams to ensure that these errors are corrected for the upcoming patch 1.1.
  • [h3]Small improvements to the guide[/h3]
We plan to add a little bit more polishing to the game guide and also add entries that explain how card triggers work. Such as Grit, Precision, Kill, and Initiative.
  • [h3]Quality of Life[/h3]
We plan to make it easier to convert all your packs in the Booster Manipulator. As well as other minor improvements.
  • [h3]Gamepad Quality of Life[/h3]
We plan to make easier to identify if you are currently selecting a card or inspecting a tile while in gamepad mode. The current indications might be too subtle and we plan to make they more obvious in other to prevent players input mistake.


We want to make sure that these changes are done right, which is why we're taking the time to coordinate with localization teams and conduct extensive testing. Some of these planned improvements require a lot of work, and because of that it might take a while until we see the release of Patch 1.1


OTHER PLANS
[hr][/hr]As we continue to work on Patch 1.1, we'll also be actively addressing any crashes and bugs reported by our players. If needed, we'll release small patches in the meantime to address these issues and improve the overall gameplay experience.

[h3]CONSOLES[/h3]

Completing Patch 1.1 is crucial for us to fully focus on the game's development. We understand that many of our players are eagerly waiting for the console release, and we assure you that we are doing everything we can to make it happen as soon as possible. While we don't want to keep you waiting for too long, we must acknowledge that the console approval process can be lengthy and unpredictable. Regardless, we remain committed to bringing Dungeon Drafters to a wider audience, and we appreciate your support and patience as we work towards achieving this goal.



[h3]PHYSICAL ITEMS[/h3]

In addition to our ongoing efforts to enhance the game, we are also committed to fulfilling our obligation to deliver physical rewards to our Kickstarter backers who supported us back in 2020.

Since creating physical rewards, like the deck of cards, is not our primary area of expertise, we will be investing the necessary time and effort to carefully study and figure out the best way to produce these rewards.


We are also excited to explore potential collaborations to bring even more physical content to Dungeon Drafters in the future. We can't wait to share more details with you as they become available *wink wink*, and we appreciate your ongoing support and enthusiasm for our game.

PATCH NOTES FOR UPDATE 1.0.7
[hr][/hr]
[h2]Balance Changes and Fixes[/h2]
  • We have updated the requirements to access the hidden treasure in the Glacial Library. The room will no longer open only if the player inflicts direct damage on any monster enemy during combat.
  • Harmony Rune reduces the miasma level to 1 when equipped.

[h2]Polish and Communication[/h2]
  • Retaliate now displays an effective VFX indicating its ability to cause damage over distance.
  • Blink Circle's VFX has been updated to ensure that its visual effects are accurately triggered.
  • Captivate's VFX has been changed to match the visual effects of the Siren ability that inspires the card.

[h2]Important Bug Fix[/h2]
  • Players reported that the Penguin monster on Glacial Library and cards Bad Breath and Goblin Torch were causing crashes on some PCs. After careful investigation, we found that particle effects were the likely culprit. We have addressed this issue by reworking the VFX on these three items. If the problem persists, please inform us immediately.

[h2]Bug Fixes[/h2]
  • Monsters and Gizmos now properly wait for their action turns, counters, and death throws.
  • Traps no longer activate during dash/zip movements, such as Shaman gust fields, and now only activate once movement ends on top of a trap.
  • Poison effects now work properly with timecraft cards/curios.
  • Eye of the Storm no longer softlocks the game in certain situations.
  • Game prompts now display correctly, even when multiple joysticks are connected to the game.
  • Crystal Shield curio now correctly gives shields in the intended direction.
  • Entities falling down a chasm with stun no longer have visual effects on the next floor.
  • Spiderling preview is now correctly showing all entity actions.
  • Special chest rooms in Lost Wreckage had a minor problems when throwing entities into chasms, this is now fixed.
Thank you!
[hr][/hr]We're extremely grateful for your ongoing support and feedback, which is a vital part of helping us improve Dungeon Drafters. We're committed to carefully analyzing all of your comments and suggestions to make the game even better. Thank you for being a part of this journey with us!

Best,
~ 📕Demo

1.0.6 Update and a Peek into the Future

We've provided a link to facilitate software translation. You can find it at: https://pastebin.com/WypJUHCF


Hello everyone ✌️


Today, I'm excited to announce the release of the 1.0.6 update! This update brings some new changes and improvements that we hope will make your experience even better. But that's not all we have to share!


[h3]Tomorrow, a Roadmap![/h3]
I also wanted to give you a heads up that tomorrow, we'll be publishing a Steam post that will give you a sneak peek at our roadmap for the 1.1 update. We're really excited about some of the changes and features we have planned, and we can't wait to share them with you.

But for now, let's focus on the 1.0.6 update.

Patch Notes
[hr][/hr]
[h2]Balance Changes and Fixes[/h2]
  • The walking range of the Stalking Trickster has been decreased from 5 to 4.

[h2]Quality of Life[/h2]
  • Improved mob pathing to reduce instances of mobs walking back and forth between tiles.
  • Enhanced readability of The Manalith, Bolt Smite, and Thunder Smite for easier understanding.

[h2]Bug Fixes[/h2]
  • Fixed an issue where Transcend was not working properly.
  • Resolved the problem of Final Boss Solar Appear that was causing the game to soft-lock.
  • Rollback no longer duplicates itself.
  • Wasp and Beetle are now prevented from self-destructing under certain conditions when close to props. In addition, all insects will explode if they are unable to reach or get closer to their targets.
  • Multiple improvements made to mob action cards and tags.
  • The issue of the cursor being visible in-game when using a Controller has been fixed.
  • The problem of canceling a card that was never fully executed, without indicating that you are still in the state of "selecting a card to cast" has been resolved.
  • A small almost unnoticeable collider missing in a room in the Glacial Library has been fixed.
  • The Disease effect with timecraft cards is now functioning properly.
  • Traps and Hazards are now properly displayed on the appropriate layers.

[h2]Known Issues[/h2]
  • Monsters and Gizmos are not taking their action turns as they should.
  • Poison is causing some problems with timecraft cards.
Thank you!
[hr][/hr]
Thank you for your continued support, hope you all enjoy this new update!

Best regards,
~ 📕Fressato

1.0.5 is OUT NOW!

We've provided a link to facilitate software translation. You can find it at: https://pastebin.com/Rv7xXgfB


Hey everyone! ✌️


I'm pleased to announce the release of version 1.0.5 as promised last week. We will continue to provide updates as long as we're working on the game, but we plan to release fewer patches and hotfixes in the coming weeks as the game becomes more stable.



[h3]Future Plans[/h3]

I have some exciting news to share regarding a major update that we're planning later this year, possibly in Q3 (no guarantees). This update will include a significant amount of balancing, as well as various quality-of-life improvements and polishes that we've been working on. However, we can't release this update right away because some of the components, such as localization, are better handled in big batches.

Regarding the design changes, we want to keep the game breakable while making it more challenging to obtain these breakable elements. To achieve this, we're planning to make it harder to farm infinite AP and Cards, but it won't be impossible. Instead, players will need more creativity and determination to make it happen. Some changes we're considering include modifying Exhume cards to prevent them from drawing Exhume from the graveyard and adjusting the values of Haste cards. We also aim to balance all archetypes to make them equally difficult, broken, and rewarding in their respective specialties. And yes, buffing Warden to achieve this.


Patch Notes
[hr][/hr]
[h2]Balance Changes and Fixes[/h2]
  • Added Tower of Doom lore rooms to Treasure Rooms in the last ambience.
  • Reduced the frequency of fishing in Treasure Rooms on the Tower of Doom.
  • Changed the health of Fish Bait to 3.
  • Added extra loot and a Lore Shrine to the Tower of Doom Final Challenge Exit.
  • Increased the appearance rate of Mallet Shrines in Secret Treasure rooms and Exits.
  • Removed Torch Shrines from Lore Rooms.
  • Added a chance for Mallet Shrines to appear in non-puzzle locked Lore Rooms.
  • Reduced the maximum amount of Knowledge and Mind's Eye runes that can be carried to 5 each.


[h2]Quality of Life[/h2]
  • Improved quest task that requires spending shards in a certain shop. If all items in that shop are already sold out, the task will now complete automatically upon exiting the shop.


[h2]Bug Fixes[/h2]
  • Fixed issue with Master Oracle 3rd quest (Oracle's Mastery) task for "Finish a dungeon without taking damage" not resetting after failing it once.
  • Fixed issue with Master Oracle 3rd quest (Oracle's Mastery) not updating status correctly when tasks are completed in a certain order.
  • Fixed issue with Master Traveler 4th quest (Northward and beyond) 2nd task not resetting when re-entering Dune Dome without completing it.
  • Fixed bug with damage and healing previews when equipping runes that modify received damage or healing.
  • Fixed issue with Illusionist statue teleporting over a trap while executing "Summon Hex Bomb" causing a soft lock.
  • Fixed interactions of some cards with the Ancient Effigy, including not cloning Effigy Hands when using Nightmare, and not allowing Split and Reflection to be casted on Effigy Hands.
  • Fixed issue with unpausing while the controller settings window is open causing input issues until the game is paused again.
  • Fixed visual bug in Magma City room with lateral wall.
  • Fixed issue with bugged Sword Shrine room in Magma City now working properly.
  • Fixed issue with summoned copies of the Demon Lord triggering an ending when killed.
  • Fixed issue with Secret Boss being cloned, which is now impossible.
  • Fixed issue with Glass Sigil not executing at the end of a round.
  • Fixed issue with Stalactite Cards spawning props over chams, which caused the game to soft-lock.
  • Fixed issue with portals and some props not appearing on the Guide.
  • Fixed issue with Foil/Promo cards being added as extras when loading a deck in Deckbuilder.
  • Gravestone Exhuming now properly retrieves only one card.
  • Orange Bruiser's directional shield will now be properly maintained at the start of combat.
  • Puzzle Room entrances now have a small wall collider, which was previously missing.


[h2]Known Issues: High Priority[/h2]
  • We're aware that some players are still experiencing crashes due to the Penguin issue. We're currently studying potential solutions as it appears to be related to how Unity handles RAM processing. We appreciate your patience as we work on a fix and hope to have it resolved soon.


[h2]Known Issues[/h2]
  • Some mobs may still act after being killed by traps, such as a slime dying to spikes and still attacking the player after dying. We are aware of the issue and have a potential fix, but would like to test it further to ensure it does not cause any new issues.


Thank you
[hr][/hr]
Thank you for your support! We're committed to making the game the best it can be. Stay awesome!
~ 📕 Fressato

Patch 1.0.4 Now Available!

PasteBin for improved language software translation: https://pastebin.com/PwChuDBG


Greetings everyone! ✌️


We are excited to announce the release of our latest patch, Version 1.0.4! After a week of dedicated efforts to address various major issues, we hope to have resolved most of the problems encountered. We truly appreciate your patience and support throughout this process.



[h2]Future Updates[/h2]
Moving forward, we will continue to work on updates, albeit at a more reasonable pace. While we won't be pushing out patches every two days like before, we will still be sending out updates on a regular basis, as needed. Of course, if any significant softlocks or issues arise, we will take care of them promptly.

We are also thrilled to share that we will begin focusing on improving the overall quality of life in the game. Our goal is to make your gameplay experience as enjoyable and seamless as possible.


Patch Notes
[hr][/hr]
[h2]Balance Changes and Fixes[/h2]
  • GraveStone now only Exhumes one card when killed.
  • Hinokami now takes longer to close the arena and creates lava tiles less frequently until the final health bar is reached.
  • Hinokami Primeval Stomp now deals only one damage to enemies above magma.
  • Lost Wreckage Guardian is less likely to teleport under its own marked attack.
  • Lost Wreckage Guardian's marked attack now deals four damage.
  • Traps (e.g. web, onsen, magma) are now destroyed upon creation over puzzle tiles (e.g. sacrifice, pressure plate).
  • Common chests in the 4 main dungeons have a higher chance of dropping basic boosters on ? rooms.


[h2]Quality of Life[/h2]
  • Hinokami Primeval Stomp has better visual effects to help players understand when it occurs.
  • Gizmos now complete their actions a bit faster for smoother gameplay.
  • Tesla Claw and Pile Drivers now show their range when they receive damage.
  • Glimpse card has an improved sound effect.


[h2]Bug Fixes[/h2]
  • Previously, certain updates to quests were not functioning correctly, this has been resolved.
It appears that the progress of the "Kill a Guardian" quest given by the Innkeeper is only updating upon speaking with him. We are currently looking into this matter to determine the cause of the issue.
  • Monsters that fell in a chasm with hex have correct HP when found in another floor.
  • Copper Golem no longer softlocks the game when knocking a gizmo onto a chasm.
  • Characters falling in a chasm and holding movement inputs will no longer end up outside of the room out of camera sight.
  • Mobs and contraptions can no longer spawn traps over chasms covered by webs or thin ice.
  • Slimes will no longer be teleported outside of the current room while splitting, even though this issue was occurring rarely.
  • Illusionist teleports to the correct tile when lured.
  • Treasure Hunter no longer heals when failing to jump on a loot tile.
  • Some wrong traits from mob actions and cards were fixed/added.
  • Secret Boss is properly tagged as sturdy.
  • Lost Wreckage Guardian no longer performs Perfect Mitosis under incorrect conditions.
  • Added missing sounds to the Whirlpool and Cannon in the Lost Wreckage.
  • Tower of Doom Magma from crystals disappear when out of combat.
  • Tome Sigil no longer disables Crystal Shrines on the boss floor.
      Not working properly on MGR, it will be fixed on the next patch.
  • Fixed a issue related to Flawed Mitosis audio, but we are investigating to ensure there are no additional issues.


[h2]Known Issues[/h2]
  • Arena flags may not show as completed until the player leaves and returns to town. This is a visual issue only and does not affect rewards or completion status.
  • Traps (e.g. stun trap, puppeteer) are now intentionally destroyed upon creation over puzzle tiles (e.g. sacrifice, pressure plate) for better gameplay experience. We will make a Quality of Life improvement in the future to prevent players from mistakenly placing them in such areas.
  • Sometimes if the game starts connected to the gamepad but the mouse is on-screen, the inspect UI might not work properly.
This can be fixed by going to the options and changing it to KBM and Gamepad again; the mouse should disappear.


[h2]Known Issues High Priority[/h2]
  • Transcend (Oracle Card) is not working properly.
  • Penguin puzzle crash. Seems to be a very rare issue, but we got a log and we are investigating.


Thank you
[hr][/hr]We would like to take this opportunity to express our gratitude once again for your continued support. We hope that you enjoy playing the game and that our latest patch makes your experience even better!

Thanks everyone, for this great first week!
~ 📕 Fressato