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Steam Summer Sale!

[p]Lots of new features in the new version of the game![/p][p]Dummy Dungeon is close to release version 1.0 so if you can click that funny button
"Add to Wishlist" it would be very nice dude. ːsteamhappyː[/p][p][dynamiclink][/dynamiclink][/p][p]All the new changes i.e. BOSSRUSH and new character GHOST AND WRAITH can be found below[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Summer Patch 0.5.4

[h2]Start[/h2][p]This update adds a new location Tower of Infinity, a new character Ghost and Wraith.[/p][p]Since version 0.5, I have the impression that every approach is the lucky one and defeating the final boss with one hit is no longer fun. All the changes in this version change the numbers so that achieving a ‘lucky run’ is something SKILLFULL.[/p][p][/p][h2]Seasonal bar look[/h2][p]During the hot weather, you can cool off in the bar with real summer decorations.[/p][p][/p][h2]New location - Infinite Tower[/h2][p]There is a special fight waiting in the tower - BOSSRUSH. There you fight each boss one by one. Each boss gets a boost to maximum health, damage dealt, projectile speed and movement speed.[/p][p]To enter this level, beforehand you must find the key of the moon which is awarded for various challenges such as defeating the rat king.[/p][p][/p][h2]New character - Ghost and Wraith[/h2][p]The Ghost and the Wraith change in battle. Ghost deals a lot of damage to opponents but is slow and gets some of the damage itself. Wraith is fast and heals on her attacks, but has a huge downside to the damage she deals.[/p][p]To unlock them you must first get to and defeat the enemies in the Infinite Tower.[/p][p][/p][h2]General changes[/h2]
  • [p]Changed the way to end dash if you are flying towards the enemy[/p]
  • [p]Anvil with gloomy effects: ‘Cursed’ and ‘Abyss’ modifiers removed, ‘Reaper’ and ‘Backstab’ modifiers added[/p]
  • [p]Corrected the text of many weapon modifiers and the weapons themselves, it is more readable and fewer errors[/p]
  • [p]Bosses in the Magic Forest and the final boss have more health[/p]
  • [p]Weapon cooldown speed scales with attack speed just like the rest of the animations[/p]
[p][/p][h2]Changes to weapon modifiers[/h2][p]Many modifiers got new descriptions to make everything elegantly consistent. Many effects now have changed numbers[/p]
  • [p]All-seeing - Increased slowdown, reduced damage reduction, fixed bug through which it activated too often[/p]
  • [p]Boom Boom Hammer - Damage infliction added, description changed (even though the description said damage, the effect did not inflict damage)[/p]
  • [p]Poison (weak) - reduced damage[/p]
  • [p]Abyss - base damage scaling was reduced and healing was reduced (the effect was too powerful and too easy to use)[/p]
  • [p]Air - description changed[/p]
  • [p]Ancient - the armor granted has been reduced, more enemies grant armor after defeat (previously it depended on the health of the enemy, now the enemies are divided into categories: small, medium, large. The effect does not work with small opponents)[/p]
  • [p]Backstab - reduced base damage, reduced scaling with player damage, added scaling with weapon damage (damage dealt will be more intuitive for the weapon held)[/p]
  • [p]Bleed - scaling with enemy health has been reduced[/p]
  • [p]Bomb - Base damage reduced, scaling with player damage increased[/p]
  • [p]Brutal - reduced crit chance[/p]
  • [p]Candle - Increases buff to weapon damage, decreases buff to weapon range[/p]
  • [p]Cursed - curse check takes kisses into account, damage awarded has been reduced (this weapon is very weak at the beginning of the game but if you play with 10 kisses it is the most powerful weapon in the game)[/p]
  • [p]Druid - decreased base damage, decreased damage with each buff (the effect was too powerful, the druid gets extra range so it doesn't need a huge increase in damage)[/p]
  • [p]Eclipse - reduced the chances of creating the effect, increased the base damage (the effect is now more effective with good luck, previously it activated too often and did too little)[/p]
  • [p]Fire - decreased base damage and number of ticks, increased scaling with elemental mastery (All elemental modifiers were very strong even without mastery this change will separate them from other effects)[/p]
  • [p]Flow - Base damage reduced, scaling with damage increased[/p]
  • [p]Ghost Portal - the number of hits needed to summon a ghost has been reduced, ghosts do not scale with elemental mastery (ghosts in version 1.0 will be even better)[/p]
  • [p]Ice - reduced the base damage of the effect and explosion and reduced the number of hits (the effect was too strong)[/p]
  • [p]Ignite - Base damage and number of strikes reduced, time between strikes reduced[/p]
  • [p]Jester - reduced the granted stats for enemies, the chance of boosting an enemy decreases depending on luck (scales better with luck and doesn't penalize the player for just existing)[/p]
  • [p]Lightning Chain - base damage reduced, scaling with mastery increased, new effect added: hit enemies receive more damage from all sources by 10% (effect does not disappear and is cumulative)[/p]
  • [p]Melody - the chance of a critical hit has been reduced[/p]
  • [p]Paladin - the granted armor has been increased[/p]
  • [p]Poison - the number of strikes has been reduced and the time between strikes has been increased[/p]
  • [p]Puddle - From now on, it deals elemental damage and does not scale with player damage[/p]
  • [p]Ritual - greater chance of summoning a bat[/p]
  • [p]Spider - is now labeled as a summon rather than an damage type[/p]
  • [p]Stone - reduced base damage, added scaling with mastery (overall this is a weakening, the effect inflicted massive damage)[/p]
  • [p]Fission - reduced the damage increment for each stack (it was reaching sick damage too fast)[/p]
  • [p]Wind - weapon knockback reduced[/p]
  • [p]Wood - damage bonus reduced from 50% to 30%[/p]
[p][/p][h2]Next update[/h2][p]The next version of the game will already be 1.0 developmentally called “lore update” and it will be a full release of the game.[/p][p]Keep in mind that the game in version 1.0 will undergo a big final makeover so expect lots of news! ːsteamhappyː[/p]

Ghost and Wraith join the bar!

[h2]New place = new character[/h2][p]To play Ghost and Wraith you must first rescue them from the Infinite Tower. Together, they don't care about health and use contacts from the afterlife to their advantage.[/p][p][/p][h2]It will be possible to play with them in 2days !!! (26.06.2025)[/h2][p][/p][p][/p][h2]Active Skill - Change of Form[/h2][p]Change form from Ghost to Wraith and vice versa. Each change summons ghosts that attack enemies. The number of ghosts depends on the player's level. Both forms share stats and health points[/p][p][/p][h3]Ghost[/h3][p]He has reduced movement speed and attack speed, and deals much more damage from all sources. Each hit on the enemy takes away the ghost's health. When he loses health he has a small chance to summon a ghost.[/p][p][/p][h3]Wraith[/h3][p]She has an increased attack range, reduced dash cooldown time and is faster than a Ghost. She has a huge penalty to the damage dealt, most often a hit will not damage the opponent. Each hit renews health.[/p][p]\
Trying to capture the GHOST on camera (that white smoke should be it) \
[/p][p][/p][p]During combat, you need to intentionally control your health level, you can play aggressively and keep your health low on purpose to activate an effect such as Rage, or play it safe on an almost full health bar but deal very little damage.[/p][p]All the effect of receiving damage and healing are extremely effective.[/p][p][/p][p]In addition, ghosts are regularly summoned to help (ghosts will get more support in version 1.0).[/p][p][/p]

Patch Notes 0.5.3 - Bugfix

[h3]New[/h3]
  • [p]added more decorations to Capitol[/p]
  • [p]added steel furniture and decorations to steel rooms on 2. stage[/p]
  • [p]added bouncing flowers in the last shop[/p]
  • [p]The button for special attack displays in the corner of the screen just like the button for changing and dropping weapons[/p]
[h3]Starting options[/h3][p]I changed some base values when the game first starts. The game now launches with better settings on startup![/p]
  • [p]Fov 60 -> 90[/p]
  • [p]gamma 0.5 -> 0.01[/p]
  • [p]audio master 0.2 -> 0.3[/p]
  • [p]audio music 1 -> 0.7[/p]
[p][/p][h3]Bugs[/h3]
  • [p]Player can't receive damage if he selects a perk/level[/p]
  • [p]For a short time you can't select a stat for a level, now you won't be able to quickly click the selection[/p]
  • [p]Fixed the dialogue in the Tutorial that was crashing the game ːsteamfacepalmː[/p]
  • [p]Fixed a bug by which stage 3 Bossfight was creating a room exit at the beginning of the battle[/p]
  • [p]Removed question mark from minimap of one room[/p]
  • [p]Fixed a bug by which decorations on the 1st floor were disappearing and would not appear ????[/p]
  • [p]Added a missing collision to one wall in the bar[/p]

Important matter...

[h2]Important[/h2]
I'm currently working on a new alternate level where you'll have to defeat multiple bosses.
As per tradition, by beating an extra challenge, you can unlock a character.
Overall, I have ideas for a few characters, but before I make a final decision, I have a question:
[h3]Is there any popular character/class missing in Dummy Dungeon?[/h3]


[h2]New Alternate Floor[/h2]
New level – Tower of Infinity – is being added to give each run an additional goal besides destroying the final boss. To enter the Tower of Infinity you need to find the Moon Key, which will be unlockable on various levels by completing hard challenges or purchasable for a large amount of currency.
New stage, path to the portal leading inside the "Tower of Infinity"


View of the tower in the distance, next to it is a shrine with a portal


Spot for the new character I haven’t made yet lol