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Early Access Roadmap

Introduction

There will be a lot of new things. Many changes such as Bug Fixes or Optimization are not written out in this Roadmap because they are done on an ongoing basis from version to version. Currently I am able to share the news up to version 0.3.x but rest assured! This post does not contain big spoilers.

Unscheduled features

These are features that are not planned for a specific version of the game, it is possible that the update will only have a newly added game feature as soon as it is ready.
  • Steam Cloud - that is, saving in the cloud
  • Full controller support - All needed options such as button mapping
  • Translation of the game into other languages
  • Improved readability - more pop-ups with descriptions of what each thing does, and changes to the attack animations of enemies, currently some attacks visually do not fully reflect the actual hitbox



The current version will also receive new things. In this version as well as the next version, I'm keen on increasing the pool of rooms that can be generated. The more rooms in the pool, the more interesting and unique dungeons.

This version nevertheless is mainly patches, stabilizing the game and changes in the balance of weapon, character and enhancement stats.


Warm-up Update. In a nutshell it adds some enemies, perks, weapons and rooms each.
  • Perks - Currently the pool of legendary perks is too small so in this update half of the new perks are legendary. New epic perks will create a chance for very interesting plays with gold. Rare perks will open up new play styles that are currently too weak.


  • Opponents - Along with the new rooms, there will be new challenges. All new opponents will have a unique set of attacks and will strengthen the character of each floor.

  • Weapons - New sets of weapons to unlock in the game will be added. Currently there are few sets to unlock, there will be more. Most of the weapons in the sets also have new modifications

This update will be thematic. In it, we will add a new character, a new type of weapon
and a new alternative floor
.
  • New character - Focus will be on developing punch combos, his skill will change depending on the state of the combo.

  • New type of weapon - High damage, long range, slow weapon, heavy attack and the occasional attack, has a good range of action but will have to be charged first with combo.

  • New alternative floor - During the run you will have to choose between this new floor and the "Sinking Ship". There will be a lot of fighting on this floor and, just like in the Sinking Ship, you will be able to win powerful rewards or lose the approach very easily.

Patch Notes 0.1.2 - Bug Fixes

- The "Show damage numbers" and "Show perks on screen" settings are now turned on by default
- The chest in the treasure room on the second floor rotates the right way
- Objects that can be destroyed (crates and vases) do not drop gold anymore
- Volume settings now correctly set values at 0.00
- Fixed a bug whereby the second weapon did not display in the inventory
- Text at the bottom of the screen now displays that you can "hold f for more details" when the player is looking at an item to buy
- Upgrade Cube now displays the currency needed next to the price
- Pets that follow the player now always teleport behind the player's back if the player is too far away from them
- Weapon combo cooldown now scales with attack speed
- Fixed the fight against the Gladiator

Opponents:
- All homing projectiles in the game destroy 1 second earlier
- Several opponents now correctly display the effect of receiving damage
- All enemies on the 2nd floor leave less metal on the ground after being defeated
- Robot Toothpick has a visual effect before he starts shooting lasers
- Boss of the 2nd floor now does not disappear after defeating, it just stops attacking

Weapon Modifiers:
- [CHANGE] Zodiac - From now on, grants only one perk, adds perks only after starting a fight in a new room.
- [CHANGE] Acceleration - Increases weapon speed for 5 seconds and has a 3 second cooldown.

Perks:
- "Fury" - Effect activates immediately if the player picks up a perk and is low on health.
- "Healing Flowers" - The healing effect has been changed
- "Surprise gift" - Fixed a bug by which the gift did not appear at the beginning of each floor

Characters:
- Necromancer: Fixed a bug by which the camera did not rotate after selecting a pet.
- Hobo: Fixed a bug by which the perks from one mist activated multiple times.

Patch Notes 0.1.1 - Hotfix

General:
- Fixed a bug through which several dialogs were not displaying
- Anvils now display on the map
- Special rooms display on the map
- Fixed collision of objects in many rooms on the 3rd floor
- Fixed description in Polish and English of few characters
- Fixed a bug where achievements did not display their name and description in many parts of the game
- Fixed a bug by which the player did not open his eyes after losing
- Changed the appearance of the achievement menu in the main menu
- Fixed a bug where help text dispalyed only word "Guide"

Audio:
- Fixed the volume of the campfire in the Main Menu
- Fixed the loud explosion in the Mines
- Fixed the sound of the "Rabbit's Foot" ability

Tavern:
- Fixed an issue with flashing shadows on the ceiling in the bar
- [Spoiler] Added a special effect when the player opens a secret location in the bar

Gym (Special Room):
- Fixed a bug whereby characters in the gym would not say anything
- Percentages that display the chance of a successful workout now correctly update their percentage value
- Text changes color after a failed workout

Hop on Discord!

The official Discord server of Dummy Dungeon has been established where you can talk to the developers and other players. There you can report Early Access bugs and leave ideas and suggestions for future!
Everyone is welcome in our server!

Server invitation

The month of the sword behind us....

[h2]Introduction[/h2]
Throughout September, every day I created and showed (on Twitter) a new weapon based on a previously prepared keyword. Here I would like to show some of the cool effects I created during this time!

[h2]This sword belongs to...[/h2]
The words this year represented the owner of the weapon. I won't hide the fact that I had a lot of trouble with names that are already in the game e.g. The Witch is in the game and has a weapon so coming up with another weapon with a similar effect for her was quite a challenge. In the end, thanks to this challenge, the pool of interesting items in the game has increased significantly, making each approach even more interesting!



[h2]In-game action[/h2]
Here are what weapons were created during this time:
  • 5 daggers
  • 9 heavy swords
  • 1 spear
  • 11 swords
  • 4 katanas
  • 1 axe

[h3]Day 5: Spymaster[/h3]
An axe that causes invisibility if the player starts charging a strong attack. A weapon ideal for dealing massive damage in one hit and very good for stealing items from the store.
[previewyoutube][/previewyoutube]

[h3]Day 11: Queen[/h3]
The second weapon that is not a sword, the Queen's spear. It generates gold every 5 strikes. A very powerful effect that will definitely not collapse the economy in the game!
[previewyoutube][/previewyoutube]

[h3]Day 18: Bard[/h3]
A heavy sword with a very simple effect, the last attack in the combination of blows is enhanced.
[previewyoutube][/previewyoutube]

[h3]Day 21: Mermaid[/h3]
A katana that has powerful pushback, but only if the player is in the middle of a bunnyhop.
This weapon has powerful damage only on opponents without repulsion reduction.
[previewyoutube][/previewyoutube]

[h2]Summary[/h2]
Of course, there are many more weapons that I could show here, but I prefer to leave it for you to discover because the Early Access of the game is approaching fast. I still plan to publish some Steam devlogs before the release and if you want to follow the progress of the production in real time, feel free to twitter!