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Dungeon Drafters News

🌟 UPDATE 1.1.1 🎉 A one Year Anniversary!

[h3]As Dungeon Drafters approaches its first anniversary, we're filled with gratitude for the journey we've embarked on together since the game's PC release on April 27, 2023.[/h3]

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Exclusive Promo Art Created for the First Anniversary Celebration!

[h3]▪️ Hey everyone! :SlimeHat: Fressato here to share some news.[/h3]
It's a bittersweet moment as we share some pivotal news about the game's future. With careful consideration, we have decided to conclude active development on Dungeon Drafters. This decision comes as most of our team transitions to an exciting new project, necessitating a shift in focus and resources. This new venture involves a change in engines and a dedication to ensuring the success of Manalith Studios' next chapter. We are committed to continuing to make awesome games for all of you!

However, this is far from a goodbye to Dungeon Drafters. Our commitment to supporting you, our incredible community, remains unwavering, and our engagement with everyone will continue. We love sharing and learning about the game with everyone! Beyond ongoing non-development related support, we're eager to share and complete various Dungeon Drafters extra projects we have in the pipeline. Plus, we’re preparing something special for our one-year anniversary celebration, so stay tuned for a surprise we can't wait to unveil ;)

I personally suggest that everyone keeps an eye on our Twitter/X and Discord for sneak peeks and updates on all things related to Dungeon Drafters and beyond.

In light of this transition, we're determined to celebrate Dungeon Drafters' anniversary in style and give back to you, our players. Although some gifts will be revealed throughout the month, we're kicking things off with something special everyone can enjoy right away.

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀      A Peaceful Day on the Island

[h2]✨ Introducing UPDATE 1.1.1![/h2]This update addresses numerous issues identified and reported over the last few months, including some pesky persistent bugs that have been around since the game's release. We're optimistic that this includes a fix for the infamous memory leak.
[hr][/hr]
It's important to note that while the console versions may receive some minor, exclusive hotfixes due to platform-specific bugs, these hotfixes are primarily handled by Dangen with our guidance on critical issues. We anticipate a slight delay in console updates due to store approval processes but expect everything to be available as soon as possible.
[hr][/hr]
[h3]🎉 Thank you for an incredible year with Dungeon Drafters, and here's to celebrating together with this final update![/h3]

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀          What does A New Tomorrow hold?



▪️ UPDATE 1.1.1 📃 Patch Notes ▪️
[hr][/hr][h2]
  • MEMORY LEAK FIX!
[/h2]
  • The pesky memory leak issue, which persisted on some specific computers even after our attempts to work around it, should now be completely resolved! While we still recommend users experiencing any frame drops to set their refresh rate to 60 fps, crashes related to Unity’s memory issues should no longer occur.

[h2]
  • Card Changes
[/h2]
[h3]Balance Related[/h3][hr][/hr]
  • Warning Summons: Cards that summon warning-based traps (e.g., Killing Arrow, Avalanche Slam, Star Relocate) no longer allow stacking warnings on existing ones.
  • Sow: Updated to require selection of 4 tiles to summon Health Fruits, bringing more flexibility compared to the previous fixed summoning positions.
  • Sound the Horn: Expanded from a 5x5 to a 7x7 box around around the player and Stun has been increased from 1 to 2.
  • Shuriken: Teleport casting is now limited to diagonal tiles only, effectively creating an 'X' pattern for teleportation.
  • Cardinal Shot: Damage increased from 3 to 4, with Stealth also increased from 3 to 4 on polyhit. The area of effect has been adjusted closer to the player to improve the usability of the card.
  • Heroic Stand: Now grants Immunity 3, previously dealing only Immunity 2.
  • Marsh: Damage to rooted entities increased from 1 to 2.
  • Quick Jump: Range reduced from 7x7 to 5x5 box around the player.
[h3]Bug Fixes[/h3][hr][/hr]
  • Stalactite and Double Shot Softlock: Both issues have been resolved.
  • Ghastly Shroud: Fixed casting that now prevent selecting tiles that can cause certain game-breaking scenarios.
  • Overload: Can now be correctly cast over traps.
  • Petrify Preview: Accurately indicates re-drawing Petrify upon discard.
  • Tornado Field Trap: Adjusted to prevent falling into holes.
  • Tempest: Now applies stun to entities summoned on its tiles during the casting period. For instance, a mummy emerging from a destroyed sarcophagus by Tempest's Damage will now be stunned.
  • Pounce: Addressed a bug that could potentially lead to a softlock, although no reports of this issue were received.
  • Puppet Master: Now consistently applies charm to entities that were originally enemies.
  • Trap Interactions: Fixed issues with certain summoned traps conflicting with in-dungeon trap tiles, ensuring proper overrides.
[h3]Miscellaneous Adjustments[/h3][hr][/hr]
  • Card Traits: Numerous cards have received a revision of their traits to more accurately represent their actions.
  • Directional Shield Effect Card: Preview now correctly shows only in the determined direction, enhancing clarity, the casting selection remain unchanged as it was previously correct.
  • Kunai, Infinite Kunai, and Hook: Previews have been polished for clearer communication of the cards' effects.
  • Crystal Trick: Now accurately shows the effective area of damage from the Trick Effigy when casting.
  • Origin Orbs: Enhanced with additional visual effects and indicators.
  • Finishing Move: Received a minor timing adjustment for smoother execution.
  • Frozen Meteor: Visual and timing fixes have been made.
  • Slimy Fireball: Received a slight visual polish.

[h2]
  • Curio Changes
[/h2]
[h3]Balance Related[/h3][hr][/hr]
  • Barbed Wire: Damage on rooted entities has been increased from 1 to 2.
  • Odd Incense: Charge increased from 1 to 2.
  • Horai Mask: Charge decreased from 5 to 3.
  • Abacus Charm: Charge Increased from 6 to 7
  • Spear Charm: Charge decreased from 4 to 3.
  • Sandals Charm: Charge decreased from 7 to 5.
  • Anvil Charm: Charge decreased from 5 to 3.
  • Porcupine Hat: Charge decreased from 2 to 1.
  • Clean Mirror: Charge increased from 2 to 3.
  • Land's Bounty: Charge decreased from 5 to 4.
  • Vampire Hood: Charge decreased from 3 to 2.
  • Smoke Bomb: Charge increased from 1 to 2.
  • White Stone: Charge decreased from 10 to 7.
  • Megistus Boots: Charge decreased from 10 to 5.
[h3]Miscellaneous Adjustments[/h3][hr][/hr]
  • Stormbringer: Enhanced Visual Effects, now more aligned with the curio's theme.

[h2]
  • Boss Changes
[/h2]
[h3]Ancient Effigy[/h3][hr][/hr]
  • Effigy Hands will now display a proper Death Animation upon being defeated.
  • A "connection line" visual effect now connects the Effigy with its hands.
  • Multiple checks have been added to Effigy Hands to prevent them from being positioned opposite of the intended direction.
[h3]Dyna, the Dragon Sorceress[/h3][hr][/hr]
  • Attacks that apply Root now will apply Disease instead, for better consistency with other similar abilities.
  • Adjustments made to disable collisions in Dragon Form while attacking, addressing potential bugs.
  • Enhanced summoning state visual effects during higher miasma.
  • Minor timing adjustments to her Counter sequence upon death for smoother flow.
  • A visual bug that affected Witchcraft Warlock moving animation when summoned by Dyna has been fixed.
[h3]Champion Urmah & Champion Nuesh[/h3][hr][/hr]
  • Visual effects and timing for Nuesh have been adjusted to enhance the boss fight flow.
  • Urmah has received an improved visual effect for its Enraged state.
  • Higher Miasma “Crowd Cheer” now functions properly with Reflection summons and display appropriate visual effects.
[h3]Unknown Being Xuaih[/h3][hr][/hr]
  • Fixed a softlock issue where the game would freeze if the original Xueih was sleeping and a clone received the fatal blow.
  • Mitosis calculation has been made more complex, increasing difficulty in predicting and keeping clones together.
  • Plague Split attack now also applies Root to better synergize with the boss's other behaviors.
  • Various fixes implemented for targeting and teleport preview clarity.
[h3]Primeval Spirit Hinokami[/h3][hr][/hr]
  • High-miasma over-magma damage has received visual and timing adjustments for smoother execution.
[h3]Demon Lord[/h3][hr][/hr]
  • Significant polish applied.
  • Cards now closely mimic player cards without major value changes, aimed at improving consistency.
  • Almost all preview states have been adjusted to improve clarity on the Demon Lord's attacks. Note that some previews, by the game's nature, were not possible to implement. However, all are related to cards the player has access to and can understand outside of the battle.

[h2]
  • Monster Changes
[/h2]
[h3]Balance Related[/h3][hr][/hr]
  • Blue Nautilus: Adjusted the Blue Nautilus's teleport behavior to prevent spamming, now mirroring the Green Nautilus by teleporting only when an enemy is nearby or moving one space to a random adjacent position otherwise.
  • Ember Sage: Now immune to burn.
  • Leaf Sage HP: Leaf Sage's health has been adjusted from 5 to 3.
  • Ice Golem: Adjusted behavior to move and then summon stalactites, preventing it to hit itself with their own stalactites.
  • Thermostat Gizmo: Introduced a relationship parameter akin to other Gizmos in the Glacial Library, mainly affecting the Ice Floor's disappearance timing between player-summoned and dungeon's thermostats, for a more consistent gameplay experience.
  • Ogre: Throw attack adjusted to properly execute splash damage, consistent with other throws in the game.
  • Jelly Slime: Jelly slime and its remnants have been adjusted to avoid summoning traps over neutral entities.
[h3]Bug Fixes & Miscellaneous Adjustments[/h3][hr][/hr]
  • Monster Targeting Behavior: Monsters will no longer target entities that have fallen into holes within the same round, instead defaulting to fallback behaviors or seeking new targets.
  • Multi-Hit Creatures Fix: Addressed a bug where multi-melee creatures could attack long-distant props that can move, such as twin gems, without moving.
  • Connection Line Visual Effect: A "connection line" visual effect has been added to monsters with important mechanical connections, akin to those seen with golems and their antennas or mages.
  • Hourglass Calculation Correction: A miscalculation in the Hourglass's behavior has been fixed, making it simultaneously less irritating more challenging to engage with.
  • Sandworm: Enhanced visual effects now enrich the Sandworm's Burrow state, and a proper sprite has been added for its appearance when frozen by the Sword Shrine.
  • Duelist: Received subtle visual fixes and polishing.
  • The Manalith: Received visual polish and adjustments.
  • Angel Champion and Shrouded Mummy: Corrected damage previews to reflect accurate damage values.
  • Scrolls Animations: Scrolls have been corrected and now properly display their death animations.
  • Hourglass Preview: The Hourglass now consistently displays the Timecraft trait in their actions.
  • Broodmother Summoning Fix: The Broodmother will no longer summon spiderlings on incomplete webs over chasms, preventing unintended falls. Now, they will wait for the web to form if necessary.
  • Catfish Preview: The preview for the Catfish Lure trait has been corrected from 1 to 3.
  • Ember and Leaf Sages: Casting visual effects have been polished.
  • Gravestone Preview: Gravestone has been updated to display its proper traits.
  • Chakram Sounds: Addressed and fixed sound issues related to all chakram projectiles.
  • Vermin Death Sounds: Fixed an issue with vermin enemies' death sounds playing twice.

[h2]
  • Dungeon Changes
[/h2]
[h3]Tutorial[/h3][hr][/hr]
  • Tutorial Drops Adjustment: Tutorial rewards have been removed from the Rest Room. Instead, players will now begin their journey on the beach, equipped with 1,500 shards and a basic booster pack in their bag. Additionally, rewards after boss battles have been slightly increased. This change aims to mitigate frustration for new players following a challenging boss fight, discouraging any overjustification effects and enhancing the overall experience.
  • Tutorial Birds: Made a small visual adjustment to the birds on the Beach of the tutorial.
[h3]Glacial Library[/h3][hr][/hr]
  • Stalactites Polish: Enhanced the visual effects and sounds of stalactites hitting the ground for better visual feedback. This change has also been applied to the card.
  • Missing Antennas: All rooms have been revisited to ensure that antennas appear alongside the golems in all rooms.
[h3]Dune Dome[/h3][hr][/hr]
  • Dune Dome Ambush Rooms: Now apply Wound 2 to the player in addition to giving Stealth 1 to enemies.
  • Ground Spikes: Adjusted to deal 1 damage upon contact, instead of 2.
  • Dune Dome Obelisk: Updated and fixed the visual effects of the Obelisk that counts down the timer for the Jail.
[h3]Lost Wreckage[/h3][hr][/hr]
  • Possessed Chest Statues: Resolved a softlock issue involving the transformation of a Monster Sword Statue into another entity in the Possessed Chest rooms.
[h3]The Tower[/h3][hr][/hr]
  • Tower Floor Layout Revision: Some Tower floor layouts have been removed to avoid redundancy and improve engagement, addressing feedback that some configurations contained too many rooms.
  • Armor Stand Prop: Can now be interacted with cards and actions that perform movements.
  • Tower Pressure Plate Puzzle: Fixed an issue where a specific pressure plates could not be activated as it was placed over Chasms.
  • Tower's Pyro Crystal: Magma no longer remains indefinitely in a room after activation. It has been adjusted to disappear after a certain period, as it always should.
[h3]Town Arena[/h3][hr][/hr]
  • Arena Puzzles Adjustment: Sword, Tome, and Stone puzzles have been edited to counteract exploitative strategies, crediting MegaManBK7 for finding those.
  • Shinobi Arena Puzzle: Adjusted to align with the Shuriken teleport changes.
  • Arena Teleport Animation: Introduced a teleport animation upon entering a puzzle room in the arena.

[h2]
  • Miscellaneous Changes
[/h2]
[h3]Adjustments and Improvements[/h3][hr][/hr]
  • Guide’s Encyclopedia Revamp: Both monster and props sections of the Guide’s Encyclopedia have been uniquely reworked for enhanced distinction.
  • In-Town Shard Indicator: Introduced a small indicator at the bottom right of the screen in town to better indicate the possibility of displaying current shards and gems.
  • Sound Improvements: Added a variety of new sound effects ranging from NPC interactions to secret boss attacks.
  • Death Animation Loot Display: Adjusted to show loot lost in death animations 360º around the player, previously 180º.
  • Oracle Section Props: Ensured props shown in the oracle section of the town are relevant and make sense, focusing on puzzle props.
  • Text Adjustments: Implemented a series of text fixes and adjustments across the game, enhancing readability and information clarity.
  • Character Selection Sprites: The small sprites within the character selection have been adjusted for better spacing, addressing previously uneven negative space around them for a more visually balanced selection screen.
[h3]Bug Fixes[/h3][hr][/hr]
  • Saved Decks Navigation: A minor UI issue with vertical navigation in the Saved Decks list, affecting gamepad users with over 10 saved decks, has been resolved.
  • Stone Shrine and Petrify Softlocks: Addressed softlocks related to the Stone Shrine activation and receiving multiple Petrify effects in the training room.
  • Menu and Tutorial Lock Update: Menus will remain locked until all queued tutorial pop-ups are completed. This change prevents softlocks in specific situations.
  • Tome Shrine: Received an extra visual polish when activated.
  • Fishing Minigame Prompt: Corrected the exit prompt in the fishing minigame.
  • Quest Counter Fix: Corrected broken quest trackings.
  • Fishing Minigame: Fixed an issue with duplicated fish names.


❤️ Thank You!
[hr][/hr]
Thank you, everyone, for the incredible support, love, and joy we've shared in this community over the past year. On a personal note, as the Lead Designer of Dungeon Drafters, I am filled with immense joy every time I come across a comment on social media, a YouTube video, or a Twitch stream featuring our game. Rest assured, if it's possible to find it by searching for "Dungeon Drafters," I've seen it, and it warms my heart to witness so many people enjoying and sharing what we've created. Your enthusiasm and engagement have been overwhelming. The entire team is deeply grateful for everything we've experienced together thus far and excited for what the future holds!

Please continue to stay tuned for announcements, as mentioned earlier, and I eagerly look forward to interacting with you all soon. Here's to many more moments of shared enjoyment. You guys are incredible, and you made all the hard work truly worthwhile!

~ 📕 Fressato

Dungeon Drafters is Out Now on Consoles!

Hey Adventurers!

Dungeon Drafters has just released on Nintendo Switch, PS4, PS5, Xbox One and Xbox Series!

[previewyoutube][/previewyoutube]
Head on over to your favorite platform's digital store to dive in on consoles today!

🍂 Autumn Sale and Steam Awards 🏆

Hey everyone! Fressato here ✌️

🍂 The Steam Autumn Sale starts Today!
We are excited to offer a 20% discount for Dungeon Drafters! We hope our incredible community continues to grow in the coming week. To those currently immersing themselves in the game, we wish you the utmost enjoyment with the latest 1.1 Update!

And with it...



🏆 2023 Steam Awards Nominations Begin!
With the support of our incredible Discord Community, we've decided to rally our players and encourage them to focus their votes on Dungeon Drafters in the "Innovative Gameplay" category! Securing a spot in the finals of the Steam Awards is no simple feat, but with an outstanding player base, we're eager to take on the challenge!


[hr][/hr]
🎮 Console Release Date!



Last week we've announced our Console Release Date!
[h2]🗓️ March 14th, 2024![/h2]

Nintendo JP has selected us for a second showcase on their exclusive Indie World Japan. For more details on this exciting opportunity and additional topics, such as the tabletop version of Dungeon Drafters, check out our latest Kickstarter Update!


[hr][/hr]
[h2]❤️ Thank You![/h2]As always, we want to thank everyone in the community for continuously contributing to the growth of the game and making Dungeon Drafters great! Wishing a good autumn sale to all!

~ 📕 Fressato

The 1.1.0 Update!

Hello everyone! Fressato here ✌️

[hr][/hr][h2]ːDDHasteː We're excited to announce: the 1.1.0 UPDATE is here![/h2][hr][/hr][h3]After dedicating an entire quarter to refining the game, we are delighted to present a new and enhanced version of Dungeon Drafters.[/h3]



We would like to express our gratitude to all the players of the game who have shared their love and passion for the game with us over the past few months. It's truly incredible to witness our community growing every day.

Furthermore, we want to extend an even bigger thank you to all the players who participated in our early access program for the update and assisted us in identifying and resolving any issues before the official release. Your support and assistance were invaluable, and we're delighted that everyone had a fantastic time during this process.



As promised, this update brings a plethora of quality-of-life improvements, balance adjustments, and bug fixes, making the game significantly more enjoyable to play and easier to dive into. Without further ado, here is the list of updates! We hope you enjoy them.


1.1.0 Update
[hr][/hr][h2]QoL Changes and Additions[/h2]

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀New Training Room!

  • [h3]Training Room[/h3]
This Arena room is risk-free and equipped with tools for testing decks and cards. Entry does not require deck validation and is available at all times right next to the Stagecoach NPC, allowing players to experiment with combos and grasp card behavior without the need to enter a dungeon and complete a full floor run.
  • [h3]New Accessibility Option: Disabling Screenshake[/h3]
In response to community feedback, we have introduced a new option in the menu that allows players to disable all in-game screenshake.
  • [h3]Improved Deckbuilder[/h3]
In response to community feedback, we've made significant changes to the deckbuilder. These are based on the most requested features from the community, prioritizing our players' input and ensuring a more enjoyable gameplay experience for everyone.[hr][/hr]
  • The deckbuilder now features an improved interface for saving and deleting deck recipes.
  • In the Deckbuilder and Shop, filters for the five Archetypes have been added.
  • The sorting style for each of the three categories in the deckbuilder has been revamped.


⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ New Deckbuilder Saving System

  • [h3]Improved New Players Experience[/h3]
Regarding the experiences of new players, we have taken steps to enhance communication within the game. These changes have been implemented to help alleviate the steep learning curve that the game presents, making it more accessible to newcomers.[hr][/hr]
  • An additional tutorial has been added to the game to teach players about the Saving Quill Shrines within the game's Dungeons.
  • We've updated the Tutorial GIFs to align with the new UI, ensuring they are compatible with all languages and offer improved controller support.
  • The Tutorial's Resting Room Starter Boosters have been changed to Lucky Boosters.
  • The petrifying state preview of the Ancient Effigy has been overhauled, along with adjustments to the attack sequence pattern, to enhance communication and clarity for players regarding the attack.
  • The Tutorial boss room has had its extra enemies changed to facilitate the completion of the guide and increase the chances for attentive players to discover the secret boss mechanics.
  • The Fishing Guy will now consistently display a pop-up after the player's death, indicating the opportunity for fishing. This change is aimed at assisting new players in recognizing that they can still obtain loot and one or two boosters even if their run ends unsuccessfully.
  • The UI now displays tooltips for the effects currently affecting the unit when hovered over.
  • [h3]Smaller Flow Improvements[/h3]
These minor changes have been introduced to enhance the flow of the game at specific points, with the aim of improving the game's pacing. While casual players may not notice these adjustments directly, they contribute to an overall smoother experience.[hr][/hr]
  • Monsters possessing multiple movement actions will no longer trigger multiple "Rooted" actions when attempting to move under the influence of this effect.
  • Puzzle and Draft arenas will no longer require player confirmation to return to The Town after activating the Return Flag.
  • We've introduced new mouse icons that dynamically change when interacting with different elements of the UI to enhance the user's experience.
  • Pile Driver and Tesla Claw Gizmos will now be much faster to complete their actions when there are no targets in their affected area.
  • We've made significant improvements to the game's UI when players have hundreds of cards in their hands to make it more manageable. While extremely large numbers of cards might still pose some issues, the overall responsiveness and usability of the UI have been greatly enhanced.
  • [h3]Better Controller/SteamDeck Support[/h3]
We acknowledge that the game was difficult to play with a controller upon launch. Recognizing the significant number of Steamdeck users and the upcoming console launch later this year, we have invested considerable effort and work into ensuring that the game functions just as effectively with a controller as it does with a keyboard and mouse.[hr][/hr]
  • We've made several enhancements to controller support, including improved responsiveness, minor UI refinements, and visual adjustments to provide a more enjoyable and viable experience when using controllers.
  • The Selection tile has undergone significant visual improvements to ensure it is much clearer for both KBM and controller players.
  • Prompts have been incorporated into the Slime Numbers Minigame to offer clearer instructions to players.
  • Steamdecks will now automatically adjust the game's resolution to match the native display of the device, ensuring an optimal gaming experience.
  • [h3]Guide/Text Revisions[/h3]
In an effort to enhance the communication of the game's mechanics and make them more accessible, we have made numerous revisions to the in-game guide and other text elements.[hr][/hr]
  • We've revised the text in certain Guide entrances to provide clearer explanations of some of the game's more intricate mechanics, such as the loss of stealth after taking damage.
  • A new section has been added to the Guide, where all card triggers in the game are listed for reference.
  • The descriptions for Effect Cards have been revised to more effectively convey their respective actions.
  • We've expanded the number of tiles that can be inspected, providing additional flavor text.
  • Many cards have undergone Trait revisions to more effectively communicate their effects and improve filtering within the deckbuilder.


⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀    New Traits!

[h2]Visual Changes, Fixes and Additions[/h2]

  • [h3]New Trait Icons[/h3]
The following Traits had their icons updated: Burn, Disease, Directional Shield, Flight, Hex, Immunity, Lure, Paradox, Purge, Reflect, Retaliate, Root, Sleep, Stealth, Stun, Tile Feature, Wound.
  • [h3]Animation Changes[/h3]
We have implemented two animation changes in the game. While small, both hold significant importance to be included in the update.[hr][/hr]
  • We have added the Bomb Beetle Disable Animation, which was previously missing from the game.
  • The casting animation for the Secret Character has been reworked.
  • [h3]VFX Changes[/h3]
We've introduced several visual effects changes to better align with the game's visual aesthetics.[hr][/hr]
  • The following cards received some sort of VFX Rework: Heroic Stand, Blast Stones, Builders Drive, Captivate, Bats Dive, Magma Body, Queen’s Arrival, Bonfire, Tempest, Fueled Burst.
  • The Curios Rosary, Pyro Glove, Barbed Wire, Crazy Rooster, Planar Prism, Plasma Quartz, Behemoth Horn, and Bountiful Key have received proper VFX.
  • Small changes made to the Retaliate effect VFX.
  • Both Reaper Scythe and Living Toxin received reworks on their VFX.
  • The Special Title Screen is now animated with VFX.
  • [h3]Visual Fixes[/h3]
  • We've addressed a visual bug in Boss Rush ambiences that occurred when a player left the room and then returned after combat had concluded.
  • We've resolved various visual bugs that were related to card casting in the final room of The Tower.
  • The color levels in the Arena have been adjusted for a more visually pleasing playthrough.
  • Character Art in fishing minigame has been adjusted to better align with the Golden Time animation crop.
  • A bug that caused UI conflicts between the Card Description and the Library List when the player hovered over them both with the mouse in a Dungeon has been fixed.
  • The Burn Effect VFX will now play correctly for each interaction, including when the effect is applied, during the activation tick, and when the effect is discarded.
  • When the player dies due to the Petrify effect, their statue will now correctly remain on-screen during the death transition.
  • Promo Fireball will now correctly display the Special Card Art while inside a Dungeon.
  • Various small cutscene fixes have been implemented.
  • Fixed some small general VFX that were missing.
  • [h3]The End[/h3]
Scenes from the "A New Tomorrow" ending cutscene have been overhauled.


⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀     Monk Golden Time!

[h2]Sound Changes, Fixes and Additions[/h2]

  • [h3]Extended the third Tower Song[/h3]
The third Tower track has been extended to provide a more enjoyable and less repetitive listening experience for players who spend an extended amount of time in that area.
  • [h3]New Song for the Adventurer’s Town[/h3]
In response to community feedback, after achieving the "A New Tomorrow" ending, the Town will now feature a completely new track that better reflects the state of the game from that point onward.


[previewyoutube][/previewyoutube]
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ New Town Song!

⠀ ⠀⠀   In-game music changes have been incorporated into the game's official soundtrack.


  • [h3]New Sound Effects[/h3]
Dungeon Drafters is a massive game, and our audio and visual teams have put in extensive effort to do justice to all its features. With this in mind, we have added a plethora of new sound effects to the game, aiming to further enhance the overall player experience.[hr][/hr]
  • We've introduced new sounds when opening boosters. Cards will now play distinct sounds corresponding to their rarity, enhancing player satisfaction and aiding in the identification of rare cards.
  • The Draft Arena UI has been updated to include sound effects while players are creating their deck for the challenge.
  • The Lost Wreckage Shuffle Chest rooms now play sounds when the chests are shuffling.
  • Entities in the game will now emit a distinct sound when they lose any extra lives. This improvement aims to provide players with clearer feedback when it occurs.
  • Crush now includes a sound effect when it activates to destroy an entity.
  • When alternating runes in the deckbuilder, there is now audio feedback.
  • Quest failures in the game are now accompanied by audio feedback.
  • When a Recast triggers, the game will now provide audio feedback.
  • Sound effects for the Chess Board Effect on all chess cards have been added into the game.
  • Electrical Fields traps now have audio.
  • The Glass Shrine now features a sound effect when it is activated.
  • Ground Spikes will now have appropriate audio feedback when switching between up and down positions.
  • Pressure Plates will now have appropriate audio feedback when they are pressed or unpressed.
  • Ice Blocks now feature sound effects when they are struck or when they break.
  • Geysers will now have appropriate sound effects.
  • The following Cards have new Sound Effects: Angel Champion, Flawed Mitosis, Leaf Sage, Ember Sage, Ancient's Gaze, Sow, Energy Needle, Flash, Mulligan, Izuna Drop, Thunder Charge, Little Friends, Quiet Flutter, Avalanche Slam, Mourning, Prayer, Bard's Trick, Shinobi's Step, Shadow Strike, Bat's Dive, Sun Strike, Steps Ahead, Gleaming Eye, Raindown, and Explorer's Find.
  • [h3]Reworked and Improved Sound Effects[/h3]
We have carried out minor reworks and improvements to certain cards that required adjustments in their audio, either due to missing elements or the need for more polished mixing.[hr][/hr]
  • The cards Nightmare, Double Shot, Shield Bash, Adrenaline, Consume, Reflection, Shard Toss, and Pounce had their sounds reworked to better aid their visuals.
  • The cards Magic Cauldron, Open Brawl, Potent Hex, Pyro Reaction, Magma Body, The Manalith, and Fools Fortune had their sounds improved from the previous version of the game.
  • [h3]Audio Fixes[/h3]
  • The issue where mobs' death sounds were either not playing or playing out of sync has been resolved.
  • The following items had missing sounds, and these issues have now been resolved: Ghastly Bomb, Lost Wreckage Boss projectiles, Dragon Tomb, Magma City Boss Primeval Stomp, Dig Deep, Rift Spark, checkpoints in the Tower, Reaper Scythe, Mage's Gleam, Provoke, and Shard Toss.
  • The Glacial Library Boss Intro in Boss Rush, which previously had incorrect audio, has now been corrected to feature the appropriate audio.
  • The issue with the duplicated sound in Curio selection has been addressed, and it should no longer play.
  • The audio timing for Tunnel Vision and Windcaller Gust has been corrected.
  • The audio desync issues for Meteoric Jump and Aerial Ace have been resolved, ensuring that their sound effects are synchronized properly with the in-game actions.
  • The issue with the Lock/Unlock Library and Graveyard sound not playing correctly when interacting with certain parts of the UI has been resolved.


⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀       New Ancients' Gaze Preview!

  • [h3]Decrease the maximum amount of Idle Frog sounds.[/h3]
ribbit, ribbit, ribbit


[h2]Balance Changes and Fixes[/h2]

  • [h3]Exhume Rework[/h3]
Exhume cards no longer draw other cards with the Exhume trait from the graveyard, preventing easy-to-access infinite combos while maintaining their accessibility and high utility.
  • [h3]Arena Changes[/h3]
Minor adjustments have been made to the Arena to align it with other changes implemented in the game on the 1.1.0 Update.[hr][/hr]
  • In the Hard Draft Arena, "Replenish" has been replaced with "Mulligan."
  • A minor adjustment has been made to the Mage Arena Puzzle to align with the new card balancing.
  • The Mallet Puzzle now features the correct amount of HP and AP for the most optimal solution.
  • [h3]Tower Changes[/h3]
We are aware of the difficulty spike that the final levels of the tower pose for players. With this in mind, we have decided to make several adjustments both to the dungeon and to the enemies present within it (which are discussed further in the monster balance notes). These changes are aimed at better aligning the difficulty of these levels with the overall game's scaling, while also addressing the increased challenge of achieving broken combos in this patch.[hr][/hr]
  • All Tower floor sets have been adjusted to consist of 4 normal combat floors, 1 challenge floor, and 1 checkpoint floor, resulting in a total of 6 floors per set.
  • Corruption Madness rooms will now have a limited amount of Strange Rifts that can spawn over time, with a maximum limit of 6. Once this limit is reached, no more Strange Rifts will spawn.
  • [h3]Warden Balance Changes[/h3]
Since the beginning of development, we've grappled with the challenge of addressing the power imbalance between the Warden and other archetypes. The crux of the issue lay in the rigid and intricate nature of the archetype philosophy, which posed difficulties for design.
To address this, we've embraced a "broken but fun" approach, deviating from the conventional card ranges and effects for Warden. This shift has made playing Warden feel more fluid and structurally sound. Given the archetype's "immovable and destructible" playstyle, there's now less need for constant movement to win combats, relying instead on global crowd control abilities to achieve this. Overall, we aim to make playing IT more enjoyable and accessible with this changes.[hr][/hr]
  • The following cards now have some type of Global Casting: Caltrops, Midnight Oil, Sow, Spin Web First Selection, Vinethorns, Twin Gems, Barricade First Selection, Frozen Meteor, Hold the Line Second Selection, Enroot, Stun Trap, Magnetic Force First Selection, Glyphs of Repel, Plasma Gate, and Magma Gate.
  • The following cards had their range increased on their casting: Spin Web Second Selection, Frostwave, and Barricade Second Selection.
  • Tesla Claw and Pile Driver will no longer target entities that already have 0 HP but didn’t finish their deaths while they complete their accumulated attacks.
  • Toss can now trigger counters when damage is dealt to the target entity. Additionally, Toss range has been narrowed and is determined by the position of the first target.
  • The severity of Binding Palm Patience Stun is now determined by the remaining AP.
  • Frostwave and Frozen Meteor now inflict Disease 5 instead of Root.
  • The Frost Shield Root effect has been replaced with Disease.
  • Dragon Tomb will now inflict Stun based on the number of Ice Blocks that were summoned.
  • Catapult will now accurately mimic Toss, ensuring that both mechanics behave the same.
  • Marsh now inflicts Splash Damage.
  • Magma Moat preview has been adjusted to properly showcase damage, flying units will no longer appear as being damaged when they shouldn't.


⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀   Toss now properly Triggers counters!

  • [h3]Other Cards Balance Changes[/h3]
We have decided to address some other infinite combos outside of Exhume. We believe that Dungeon Drafters is a game that should allow players to achieve extraordinary feats and push the game's boundaries as much as possible (without encountering any bugs, of course! ahaha).
However, the primary reason for these reworks and changes is to address accessibility. We believe that broken combos should be challenging to achieve and should reward dedicated players who put in the effort to discover holes in the game's mechanics.
With that in mind, we still aim to keep the game engaging and the cards we've changed in their respective niches. We've found these reworks to be quite enjoyable, and we hope you will too![hr][/hr]
  • Copycat now features a Patience Trigger, generating an additional copy of the last library card cast that turn for every 2 AP.
  • Tunnel Vision now Flushes the player's hand, producing a copy of the target card for each Library Card in hand before the flush.
  • Adrenaline Discard trigger has been replaced with Grit.
  • Golden Phoenix has been updated with an increased range, and it will now correctly verify whether the player is charmed or not.
  • Deep Frostwave has had its range increased.
  • The Tricky Effigy prop summoned by the player now inflicts Disease 2 instead of Root.
  • Cross Cut will now Draw 5 cards instead of just 1.
  • Chopping Slash now inflicts Wound 2 for each point of damage dealt.
  • Hypno Cube will no longer put allies to sleep.
  • Mage's Gleam now inflicts 2 damage per Oracle Card.
  • Fool's Fortune now includes the Exhume trait.
  • The Black Hole Card preview has been improved to better communicate movement and danger areas during casting. Additionally, it will now consistently activate after the player's allies' turn.
  • Explorer’s Find now Draws 2 and Heals 2 per card.
  • Brawler's Fist now deals 2 damage and Pushes 2 per card.
  • Shinobi's Step now has a larger minimum number of tiles traveled, in addition to providing Zip 2 and 2 Damage per card.
  • Web Jump should now be working properly and no longer rooting flying enemies.
  • The Crossbow preview has been corrected and now accurately displays the area that the crossbow can damage while the card is being cast.
  • The RiftLine Phaser behavior should now be functioning correctly.
  • Stun will now correctly Draw 1 card when casted.
  • Izuna Drop now deals 3 damage to the target and 1 damage in the area.
  • The Flight Effect Card will no longer cause the player to slide on ice after casting it.
  • Double Shot will no longer trigger Precision twice, addressing the issue and ensuring that the Precision ability functions as intended with this card.
  • Confer to Chaos will now execute its effect as indicated in the card description, aligning its behavior with the intended gameplay mechanics.
  • Overload casting will now only allow targeting of the correct entities, preventing it from targeting specific indestructible props that it shouldn't have been able to target previously.
  • Blood Snot casting should now work properly like other projectiles.
  • Killing Arrow will no longer trigger multiple instances of itself simultaneously.
  • Entities will no longer slide on ice after leaving through a portal from the Portals card to prevent softlocks.
  • 1.1.0.1 - The casting of Among Friends has been fixed.
  • [h3]Curios Changes[/h3]
  • Abacus Charm now has its charges increased from 4|4 to 6|6.
  • Hunter’s Eye now has its charges decreased from 4|4 to 3|3.
  • Plasma Quartz now has its charges decreased from 3|3 to 2|2.
  • Porcupine Hat now has its charges decreased from 3|3 to 2|2.
  • Pyro Glove now has its charges decreased from 2|2 to 1|1.
  • Smoke Bomb now has its charges decreased from 2|2 to 1|1.
  • Tinker’s Tools now has its charges decreased from 3|3 to 1|1.
  • Cold Heart's charge has been adjusted to 3|1, and a new effect: when activated, it grants 2 AP per charge.
  • The description of Heavenly Slip has been reworked to better convey the curio effects.
  • Barbed Wire's trigger has been adjusted to activate at the end of the player's turn.
  • The trigger for the Blue Tear Ring has been modified to occur at the end of combat.
  • Boots of Greed will now grant 3 AP every time the player collects loot.
  • Living Toxic is now functioning as described and has been fixed to align with its intended behavior in the game.
  • [h3]Pathfinding and Monsters' AI[/h3]
Two main issues in pathfinding and monster AI have been addressed. This change aims to make monsters more consistent and comprehensible for players.[hr][/hr]
  • The behaviors of Animated Champion, Animated Executioner, Animated Sentry, Copper Golem, Ice Golem, Goblin Mancatcher, Goblin Naginata, Punting Ogre, Tossing Ogre, Treasure Hunter, and Zombie have been adjusted and balanced. They no longer appear to work with AP, and their melee reach is now aligned with their walking distance.
  • Monsters will now attempt to avoid walking on Magma, but may still do so depending on their target's distance and available paths. This behavior is similar to how monsters avoid or attack props in their path.
  • [h3]Monster Balancing[/h3]
  • The Shrouded Mummy's damage has been increased from 4 to 5, and if it deals damage, it will not gain Stealth in that turn.
  • Ogre HP has been reduced from 8 to 7.
  • Punting Ogre HP has been changed from 3|3 to 7.
  • Sky Slime HP has been reduced from 4 to 3.
  • Broodmother's HP has been reduced from 3|3 to 2|2. Additionally, the webs created by them will now form in a 3x3 cross area instead of a 3x3 box area.
  • The False Archmage will now summon their Fishbait closer to their target.
  • Broodmother's Baleful Bomb will no longer apply effects if the attack was blocked by Damage Immunity.
  • The Tower Gargoyle Scissor Attack will no longer petrify or mill if the attack was blocked by Damage Immunity.
  • Magma City Health Nexus will no longer attempt to heal entities that have full HP but have lost an extra life.
  • Golem Antennas are now movable and can be targeted by a wider range of cards.
  • The Lost Wreckage boss is now immune to Lure and no longer immune to Sleep.
  • Magma City, Dune Dome, and the final bosses are now immune to Lure.
  • Ancient Effigy and its Hands are no longer immune to stun and sleep effects.
  • The Final Boss will now destroy all summons, including props, before the Final Battle begins.
  • When an entity loses Lure, it will now return to its original state before being lured, rather than having its AI reset.
  • The Lost Wreckage Boss will no longer split more than four times, as intended.
  • The Glacial Library Boss will now properly summon only four minions.
  • Slimes will now split properly onto available tiles if they are able to, such as within holes and magma.
  • Resonance Nautilus will now correctly deal 1 damage when it is Lured.
  • Lost Wreckage Anemones will no longer heal other Anemones, addressing the potential for an infinite healing loop.
  • Animated Champion and Animated Sentry will now correctly create Shields in the direction of enemies when they spawn or combat starts.
  • The bug where Goblin Tactician would not summon Goblin Naginata if it had already summoned it with a different alignment while charmed (ally or enemy) has been fixed.
  • Targets have been added to the previews of certain monsters to better communicate their actions.
  • [h3]Extra Balance Fixes[/h3]
  • Entities with Death Throes that cause damage, summon other entities, or inflict Stun will no longer activate their effects when combat ends while they're destroyed for being in front of a door.
  • The Charm effect will now be displayed on the "Dispel" side of the monster's effects UI. This change has been made to improve the player's ability to track the effect, even though it remains an "Unaspected" effect.
  • The player will consistently only be allowed one stun card in hand, addressing certain instances where this functionality was not working correctly.
  • Magma will no longer inflict Burn on entities that have damage immunity.
  • Magma City Geysers will now trigger randomly at the end of the turn, with at least one Geyser always triggering. Additionally, their damage has been increased from 1 to 2.
  • The Spider Nest web will now be summoned correctly, and it should no longer replace other webs around it. This ensures that units can no longer fall through webs into chasms due to the substitution of webs.
  • The Glacial Library Boss will no longer attempt to activate the healing sequence on higher miasma levels after receiving fatal damage.
  • Gizmos should now properly trigger Sacrifice Puzzle tiles.
  • Danger Areas are now fully previewed even when the monster is rooted.
  • Broodmother will no longer change the targeted tile for Baleful Bomb when the targeted entity is destroyed.
  • Multiple instances where damage and effects were being applied simultaneously without proper consideration for shields or immunity have been fixed.


[h2]Bug Fixes[/h2]

  • The game will no longer experience a softlock when an entity with a summon death throe dies and their summon appears over a Dune Dome Groundspike.
  • The bug where one allied summon of any Boss would immediately destroy the second one after death and end the boss battle has been fixed.
  • The system minimum and recommended requirements for the game have been updated after a series of tests. These changes have been made to address a specific crash issue that can occur on older CPUs and GPUs related to Unity, the game's engine.
  • Various room layouts from dungeons have been fixed.
  • A bug where the Painter Filter caused the interface to become invisible has been fixed.
  • Effigy's Hands will now trigger the death animation consistently.
  • A bug where the player would retain the death animation after loading a save that was lost against the Demiurge has been fixed.
  • A bug where the player lost the last card casted when loading a save that won the battle against the Demiurge has been resolved.
  • Special Gizmos that cannot be damaged will now correctly display no HP information when inspected.
  • Planar Prism Curio damage is now working as intended.
  • Numerous bugs related to quests have been fixed.
  • Several bugs related to the game's progression when playing with the secret character have been fixed.
  • Most bugs related to monster and card previews have been resolved.
  • The bug where certain summoned traps from the player would not disappear when the player left the room and returned to it later before they disappeared has been resolved. This fix prevents various issues related to portals and other cards from occurring.
  • 1.1.0.1 - A freeze that occurred while fighting the Glacial Library boss (Dyna) and the player dealt damage to her has been fixed.


Future Plans
[hr][/hr][h2]Console Launch Just Around the Corner![/h2]

We are constantly collaborating with DANGEN porting teams to swiftly bring Dungeon Drafters to consoles. Our goal is to launch the game on other platforms as soon as possible, and we have exciting announcements on the horizon, so stay tuned!

[h2]Kickstarter Reward Wrapping in Progress![/h2]

We will begin delivering certain digital rewards. Backers who selected specific tiers will soon be able to access the special grimoire in the in-game bookshop and the game's OST. Our delivery is scheduled for the end of October.
At the same time, we're starting to work on the kickstarter physical rewards, and our top priority is to fulfill the shipments of them as soon as we can!

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀    Kickstarter Backers Exclusive Grimoire!

[h2]Hotfixes and Future Patches[/h2]

Our immediate focus is on hotfixing the game over the next couple of months, while concurrently preparing for the console release. Although there are no current plans for significant updates, we remain committed to making any necessary changes to enhance the game's overall experience if the need arises.

Thank You
[hr][/hr]
Once again, I want to personally thank everyone in our amazing community for their unwavering support; we are here because of the love you have for Dungeon Drafters! We hope everyone is able to enjoy the update, and the changes we made can help new players have an even greater experience. Thank you, everyone! See you soon! :D
~ 📕 Fressato

Development Report - The 1.1 Update is Close!

Hey everyone! Fressato here ✌️ Lead Designer of Dungeon Drafters.

Excited to be here sharing our recent progress over the past couple of months! Can't wait for you all to check out what I've got for the community today. Enjoy! 🎮

News
[hr][/hr][h2]Awards and Nominations[/h2]

[h3]We've Won the Busan Indie Connect 2023 Grand Prix Award![/h3]


⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Thanks to MoldMoldNukaCola from our Discord Server for the Picture.

The Grand Prix Award is the pinnacle of recognition at the BIC festival! The incredible support, patience, and unwavering encouragement that our community gave to us as a small indie team and for Dungeon Drafters as a whole have brought us to this moment. Heartfelt thanks to each and every member of our community!

And we were also nominated not only in other categories, but other events too. The sheer honor of being mentioned alongside exceptional titles has filled our development team with immense happiness, even if we were not selected as winners. We extend our gratitude to all of those who gave us the opportunity to be there!

Until now, nominations include:

  • BIG Festival Best Brazilian Game 2023
  • BIG Festival Best International Game 2023
  • Bitsummit Best International Game 2023
  • BIC Excellence in Game Design 2023
  • BIC Jury Prize 2023


Once again, a heartfelt thank you to all!

[h2]Strategy Festival![/h2]

We're thrilled to be part of the Steam Strategy Fest! Due to Steam guidelines and the recent Dangen Publisher Sale, we can't offer consecutive discounts. However, we're excited to at least participate in the event with other fantastic strategy games and commemorate this genre alongside our community!

https://www.youtube.com/watch?v=xYp3ugqPxiA

[h2]Last Sales[/h2]



We'd like to extend our gratitude to all who engaged and warmly embraced the influx of new players from our recent Summer Sale and Dangen Publisher Sale! Our community has expanded significantly, and witnessing daily additions of fresh faces is truly exhilarating!

Now, let's talk about the development progress!


Development Progress - 1.1 Update!
[hr][/hr]
I want to emphasize that while we won't be introducing a ton of new content, we do have some exciting additions planned to enhance the overall gameplay experience. Here are the upcoming changes for the 1.1 update that are either good to go or already in progress!

[h2]New content[/h2]
  • [h3]Training Room[/h3]
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀
The Training Room is in the works, just as we promised. You can step right in with any deck, even those that aren't valid (think less than 40 cards). Inside, you'll find handy pads designed to enhance testing within the room. These pads offer features like reshuffling, card drawing, and room resetting. Our goal is to empower players to experiment with synergy concepts without the obligation of a full dungeon run.


  • [h3]New Town Music[/h3]
[previewyoutube][/previewyoutube]
Responding to community feedback, we're introducing a fresh town song for players who achieve the secret ending! Our composer enthusiastically agreed to create a brand-new track. This decision was made due to time constraints posed by backend coding, making the implementation of an in-game jukebox unfeasible for now. This means that players will no longer have to endure a tension-filled tune after conquering the ultimate evil. And rest assured, the new song will also find its place in the official OST.


  • [h3]Enhanced Tower 3 Song[/h3]
Our composer extended and enhanced the third Tower track, stretching it from 02:28 to 04:55 minutes. With many players investing significant time battling through the final set of combats within the Tower, the music needed a refresh to reduce repetitiveness and heighten tension. This updated composition will also find its place in the OST.


[h2]QoL Improvements[/h2]

  • [h3]Better UI in general[/h3]
We've enhanced the user experience by adding more tooltips, refining card selection when handling a large hand, improving tile selection visibility, and more.


  • [h3]Better controller responsivity [/h3]
    ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀
We're actively leveraging community feedback to enhance controller responsiveness and gameplay experience, both within and outside of combat scenarios.


  • [h3]Better deckbuilding UI[/h3]
Introducing fresh archetype filters for the Deckbuilder! Plus, we've enhanced overall responsiveness and card sorting based on community feedback.


  • [h3]Better Card Shop UI[/h3]
The shop now features an Archetype Filter and an additional icon to show equipped cards.


  • [h3]More tutorials[/h3]
The game will now include a death tutorial that activates after the player's first death, often caused by the tutorial boss. Additionally, a save tutorial will trigger the first time the player comes across a Quill Shrine. Not only that, but now the guide will have some extra entries and explanations that were missing.


  • [h3]Audio improvements[/h3]
Our sound team is enhancing game audio and crafting additional SFX we found lacking.


  • [h3]Visual Improvements[/h3]
    ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀
Minor animation tweaks, new trait icons, and other small enhancements are included.


  • [h3]Better communication on Cards/Curio Text[/h3]
Enhancing card and curio communication is vital, as they form the essence of the game. We've streamlined text, ensuring consistency, and addressed any existing issues.


  • [h3]More consistent AI Patterns[/h3]
Certain enemies with similar behaviors displayed problems involving irregular patterns. Now, all such enemies will consistently follow patterns, enhancing the player's learning curve while preserving the game's overall challenge.


  • [h3]Better communication on enemies previews[/h3]
This typically occurs organically with more consistent patterns, but even enemies with irregular patterns received some enhanced previews. For example, the Ancient Effigy's petrify preview has been improved.


  • [h3]Additional NPC pop-ups[/h3]
We aim to enhance accessibility for new players in grasping NPC availability. Thus, we've increased the frequency of pop-ups indicating new or available interactions.


[h2]Balancing[/h2]
The balancing document in the 1.0.7 patch notes still includes our primary planned changes, while there will be additional adjustments will be detailed in the upcoming 1.1 patch notes.


  • [h3]AI Pathing[/h3]
We've enhanced monster pathing. Now, they'll smartly consider traps and alternate routes when choosing their path towards their objective. However, they might still brave traps if it shaves off a considerable distance. This tweak shakes up various playstyles, buffing some and dialing down others.


  • [h3]We're buffing Warden[/h3]

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀

[h2]Bugfixes[/h2]
  • We're hard at work addressing numerous bugs, and we truly appreciate the active engagement of our community in identifying and reporting issues. As a small indie team, your contributions are invaluable in ensuring that our game reaches its fullest potential!


Future Plans
[hr][/hr]
  • [h2]Finishing 1.1
    [/h2]
We're gearing up to roll out the 1.1 Update as promised for the Q3 release! Stay tuned, it's on its way!


  • [h2]Console Release[/h2]
We're working closely with DANGEN and their porting teams to bring you an exciting console release in Q4!


  • [h2]Kickstarter Rewards[/h2]
Once those tasks are complete, we'll dive into crafting the Kickstarter backer rewards, which are currently in development, along with other secrets projects that are currently under wraps!




Thank You!
[hr][/hr]
We cannot describe our gratitude to the awesome Dungeon Drafters community for the incredible support you give us! A warm welcome to all the new players who joined us since our last update. We're excited for the game's healthy growth and everyone's enjoyment of the upcoming 1.1 update. Looking forward to having you with us until the end of September!

See you soon!
~ 📕 Fressato