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Patch Notes 0.5.2 - General changes

[h2]General[/h2]
  • Changed window after winning and after losing
  • Changed the function of the final portal
  • Fixed several achievements-challenges that were impossible to unlock
  • Fixed one final boss attack that dealt damage too quickly
  • Oracle: Works on any hit of the enemy if you're standing in a circle
  • Added some missing effects on weapons to several weapon modifiers
  • Changed visual effects after defeating bosses on the 1st floor.
  • Fixed a bug causing one room on the 2nd floor to be labeled as a single-passage room


[h2]Special attacks[/h2]
  • Shockwave flying i.a. from special scythe attack counts as special attack
  • Scientist: Special attacks generate more Multitool energy
  • Battery:The weapon can be discharged with a heavy or special attack
  • Blood Katana: Healing only works on special attacks
  • Emerald: marks only with a special attack
  • Steel: Works on special and heavy attacks
  • Gravity: Works only with special attacks, increased chance to create effect

Patch Notes 0.5.1 - General changes

[h2]Critical Damage[/h2]
  • Katana Special attack damage reduced, special attack not guaranteed to crit
  • Sword Special attack can crit
  • Monk: Ground slam can crit
  • Aoe damage can crit


[h2]Sounds[/h2]
  • Added sound for getting a level up
  • Added sound for choosing an upgrade per level
  • Added sound of swapping weapons
  • Added sound of picking up the key
  • Added sound from unlocking the book
  • The effects of Cowboy, Bard, Monk and Robot are quieter
  • Added sound to open the mage's wheel
  • Added sound to the Mage's Rain skill
  • Added the sound of using the Maid's Love Apple
  • Added sound of dealing and taking damage for Maids sidekicks
  • Added sound to zombie mode and to the spawn of the Vampire's sister
  • Added more sounds of the Knight's parry
  • Added sound to Gladiator's lightning wave
  • Added sound of the Pirate's boat sailing
  • Added sound of the Thief's picklock
  • Viking rage sound changed
  • Added sound of Ninja clone creation
  • Added sound for setup and activation of the Huntress trap
  • Added sound effects to buttons in the Collection


[h2]Other[/h2]
  • The power of some trampolines has been increased
  • Added missing decoration to the entrance of the boss arena
  • Red particles have been added to boss rooms on the 3rd floor to indicate that it is a boss room
  • Increased scaling of damage and attack knockback of sword Special attack
  • Hobo: fixed bug by which one potion created 2 mists
  • Huntress: fixed bug causing her to shoot a bow from the pause menu
  • Fixed a bug causing tags to appear indefinitely if the “Force Information” option was enabled

Version 0.5 - “BossRush” NOW AVAILABLE

New bosses

Each main floor will feature 2 new bosses. There are some that fight in close combat, others that turn the room into an bullet hell and others that change their style depending on the player's decision!

Changing the lighting system

Now everything in the game reacts better to light. Characters and enemies are now more strongly exposed by all light sources and cast a shadow on their own model. All light sources have uniform power which allows to add light to bright scenes such as the Flying Machine.

Collections

From now on, everything that is discovered in the game will be added to the COLLECTIONS menu in which you can read about the effect and about the lore. in 0.5.0, seven categories will be active: Moveset, Characters, Weapon Modifiers, Perks, Weapon Packs, Drinks, Stages. In the future, the category of Enemies will be added.
Originally posted by author
Yes I know, there are no eyes but for that there is no description either
Originally posted by author
It is possible that more details will be added later


Character level

Now defeating enemies adds experience points. Instead of creating a random boost after each battle from now on, the player for each level can choose 1 of 3 random stats.

Main stages

All main floors now have twice as many available rooms to generate, new enemies and more details!

[expand]
[h2]Forbidden library[/h2]
The library from now on also has a less castle and more library theme. The new rooms may feature a group of jesters, these are enemies whose attacks are extremely random.


[h2]Flying machine[/h2]
New rooms in steel version in which opponents are powerful but also very slow.


[h2]Magical forest[/h2]
New islands that were taken over after the Viking invasion. The magic forest will receive a lot of new enemies and in general the whole level will be much bigger.

[/expand]

New attack system

The game no longer has heavy attacks that you have to hold, instead there is a new Special Attack. Each weapon type has a unique heavy and special attack. From now on, more attacks toss enemies into the air. Some examples below:
[expand]
[h2]Katana[/h2]
  • Normal attack: a sequence of 5 hits.
  • Heavy attack: Automatically dash forward and slash dealing minor damage.
  • Special attack: Charge a zone that deals damage to everyone in range. Effect scales with the number of weak and strong strikes in the combo
  • Follow-up attack: a series of 3 weak strikes

[h2]Heavy Sword[/h2]
  • Normal attack: a sequence of 3 strikes.
  • Heavy attack: sequence of 3 strikes, each strike can toss the enemy into the air
  • Special attack: drop to the ground, deal large area damage
  • Continuation attack: use special attack.

[/expand]
Originally posted by author
All information about each weapon attack is available in the COLLECTIONS menu in the main menu of the game


Characters

Each character got changes, mainly scaling with level was added, many characters got new effects.

[expand]
[h2]Villager[/h2]
  • For each level, he gets 5 maximum health.
  • Healing sandwich scales with character level

[h2]Thief[/h2]
  • [Active]Picklock - can use a picklock to open anything that requires a key, to succeed you need to pass a minigame

[h2]Wolf[/h2]
  • UI and special effects revamped

[h2]Ninja[/h2]
  • Every 3rd dash creates a clone that throws shurikens at opponents

[h2]Joker[/h2]
  • New starting weapon BonkBonk hammer.
  • Can draw different stats per level

[h2]Gladiator[/h2]
  • When the shield is destroyed, lightning strikes all enemies in the area
  • [Active] Electric blast - after destroying the shield, it can once create a wave of electricity that deals elemental damage

[h2]Pirate[/h2]
  • New starting weapon Shovel.
  • If he runs for a long time he summons a boat which seriously increases movement speed

[h2]Vampire[/h2]
  • It has an alternative dash that flies upwards
  • Zombie mode - once per attempt if he loses all health instead of defeat he enters a special mode, if he defeats the enemy during the mode he survives

[h2]Knight[/h2]
  • If the parry succeeds it has 1 second cooldown time
  • He can make a perfect parry, for a perfect parry the chance of getting a chest in the room increases

[h2]Monk[/h2]
  • After using the grappling hook on the terrain, his movement speed is increased.

[h2]Hobo[/h2]
  • The thrown potion creates a positive effect if it doesn't hit anyone, or a negative effect if it hits an enemy.
  • After drinking 4 potions, he loses consciousness and the random battle room is automatically cleared

[h2]Viking[/h2]
  • New starting weapon axe
  • Both starting axes have a weapon modifier
  • Rage gain scales with maximum level

[h2]Mage[/h2]
  • First he must choose the spell he wants to use, the spell cannot be used again until he has used several others
  • A new element - water, uses the weapon modifier of the puddle, a new spell rain - increases the damage received to everyone in range
  • Per level, he improves his spells not stats
  • Spells can evolve if upgraded 5+ times

[h2]Maid[/h2]
  • [Active]Apple of Love - Once per floor, she can charm a selected opponent and turn him into her sidekick.
  • Sidekicks appear in battle, attack opponents and can get projectile damage
  • If the sidekick survives the fight there is a small chance that he will give a small amount of gold

[h2]Huntress[/h2]
  • All animations have been improved.

[h2]Robot[/h2]
  • The robot skill now gives a level
  • The robot has an alternative window from the levelup
  • [Perk] Drawing machine - every 15 seconds draws a buff or debuff with a small chance of a jackpot

[h2]Bard[/h2]
  • From now on, it activates notes not on attack but on skills.
  • Each skill adds one of 4 weapon effects: Leaf, Poison, Wood, Druid
  • Each note still adds a buff that resets when the effect is activated

[h2]Fairy[/h2]
  • Alternative dash that flies upward
  • New starting weapon dagger with modifier for knockback

[h2]Devil[/h2]
  • All stores are changed to special demonic stores in which you can buy perks and weapons only from weapon packs
  • New starting weapon - scythe.

[h2]Witch[/h2]
  • The appearance of the potion creation screen has been changed.
  • Raised potions now give random ingredients of different colors instead of one color

[h2]Cowboy[/h2]
  • Skills change after use and not on a combo basis as before

[/expand]

Anvils
.
The anvils previously were too powerful, so they've rebuilt how they work.
  • The anvil destroys after 1 use.
  • All anvils in the game are slightly cheaper.
  • Now the anvil displays a choice of 1 of 2 weapon modifiers


UI
.
  • The size of the health bar depends on the player's maximum health.
  • Refreshed the appearance of information windows for checked potions, weapons, perks
  • Refreshed and added animation to the inventory window [TAB].
  • Changed the appearance and added animation to the window from selecting perks
  • Changed the appearance of the pause window
  • Added weapon knockback stat to all weapon stats windows
.

Other
.
  • New potion that adds 20 experience points
  • You can skip dialogue scrolling by clicking Interactions (F)
  • On the train, the number of chests has been reduced from 6 >> 3 but a shopkeeper who sells perks related to potions and gold has been added
.

Version 0.5 Available on 23.05

Devlogs

The game is close to full release so I started a series on the Tiktok channel where I show everything about the game! Now I show there the skills of playable characters. Of course, the most interesting news will be shown on Steam and on Discord
https://www.tiktok.com/@dummydungeongame

Collections

A place where you can check out all the moves, effects, characters and floors. Mainly you will be able to check the lore and models of individual things.
There is still one important category missing from this screen, that is, the ENEMIES. This category will be created later after the release of the update because there are a lot of things to add there....


Enemies

As I write this the six new bosses are already up and running and waiting for final polishing and balancing. As it gets closer to the update's release you can expect lots of clips of the fights

Despite the fact that the update is literally called 'BossRush' the largest part of it adds regular opponents but I won't spoil that now.
Originally posted by author
Cube master - himself does not have lethal attacks, instead he controls cubes that can crush a player, he often teleports around his square arena
Originally posted by author
The old boxer model - shortens the distance to the player as much as he can, has very precise attacks that you have to move away from, in the second phase he releases his energy and leaves electric fields dealing continuous damage


Special attacks

I remove from the game attacks that need to be held down. In their place comes a new type of attack - Special Attack. Every weapon in the game now has attacks: Weak, Heavy, Special, Follow-up
Several types of weapons work completely differently, for example:
- Fists no longer have a limitation on weak attacks
- Heavy sword has a huge area range on a special attack and on ground slam
- Spear can take the player into the air on a heavy attack, the special attack is this charged dash

Originally posted by author
In the COLLECTION you can see how each move type works for each weapon type, they are all recorded and displayed in the game however Steam doesn't support .mp4 so for now you will have to take my word for it


New stage styles

Each main floor will get rooms in a new theme. By how I create the rooms the number of variations is limited. Thanks to the new styles, each level will be less monotonous. In addition, depending on the style of the rooms there will be different enemies!

The part of the library where forbidden writings are studied rather than practicing reality magic

still unfurnished steel part of the factory

the battlefield after the barbarian raid

Devlog #4 - Next big update

The next update will change pretty much everything in the game. ːsteamhappyː Itʼs all about making Dummy Dungeon, when fully released, the best game possible! (the update after 0.5 will be a 1.0 update)
Many of the things I'm showing now are in the middle of getting polished and may look different on the update release.

Graphics rework

The rendering of light and shadows will be changed. Now all objects leave a shadow. Bright levels can have strong lighting that doesn't look like a supernova explosion.... ːsteamfacepalmː



Level and experience

Instead of white perk orbs, now the player gets experience points! For a new level, you can choose one of 3 possible stats. This way, fighting on alternative floors and arena battles have a new purpose - to collect experience points!



Character changes

With the addition of levels, the skills of many characters can be much more powerful in the late game. That is why many characters will get new passive and active skills. Several characters will be completely revamped to better represent their play style.

[h2]Mage[/h2]
  • Mage now can choose what spells he casts
  • For a level, he improves the stats of his spells
  • Spells that are upgraded many times evolve


[h2]Vampire[/h2]
  • Alternative dash that flies upward
  • Once per run instead of losing the vampire enters zombie mode, if he defeats someone in this mode he survives


Anvils

Anvils are cheaper and are destroyed after one use. For that, it now creates a choice of 1 of 2 possible modifiers. This change will weaken the power of anvils which were highly exaggerated and additionally introduce cool decision-making.



UI look

Many UI elements will have animations and a refreshed look!



New bosses and a new ending approach will be shown in the next devlog! (best at the end)