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Quest Master News

Version 0.8.8 Duplicates Onto Early Access

[h2]Share Treasure With Your Friends With The Shared Chest[/h2]

The new Shared Chest allows you to give the item it contains to all participating players!


Heart Crystals for everyone!

[h2]Switch Colors With The Color Rod[/h2]

The new Color Rod allows you to swap the dungeon's color from wherever!


Works everywhere!

[h2]New Woodcutting Minigame Difficulty[/h2]

Master Vu now offers you the Intermediate difficulty option for his woodcutting mini game.
Minigame galore! You think you're up to the challenge?



[h2]5 New Pets Are Released Into The Wild[/h2]

We've added 5 new pets to the game. There's even one super secret one!

[h2]Significant Dungeon Loading Performance Improvements[/h2]

Hooray! I've been able to optimize the dungeon loading very significantly.

On average, I saw speed improvements of 2x for loading the dungeon and improvements of 50x (yes, not a typo) for unloading, as in exiting, the current dungeon.

[h2]The Work Is Drowning Us[/h2]

As y'all know, we are hard at work preparing next week's major content update! We are super excited to release these awesome new features to all of you.

See you next week!

Version 0.8.7 Swaps Onto Early Access

[h2]Introducing the Pouch![/h2]

Many people have requested being able to carry multiple tools at once, so we've added the Pouch, which allows you to carry two tools at once!


Pouch get!


Swap those tools!


Combining the boomerang with bombs allows for ultra-wide reach!

To explain why Quest Master does not offer tool switching in the inventory:
  1. Having to open a menu dramatically hampers gameplay flow
  2. Bringing up menus in shared-screen multiplayer is incredibly annoying, as it locks out other players from controlling their character
  3. Being locked into a selection offers unique puzzle scenarios, e.g. having to strategically change tools or having to make a choice, or giving up your held tool to progress


Predominantly the Four Swords series has started the trend of being locked into a single tool, but I hope the new Pouch will be of great use for y'all! There's some crazy item combinations, like fire rod and bombs, that open up the way for many new puzzles, previously only possible in multiplayer or with puppets!


[h2]Give the Propeller a spin![/h2]

Finally, a new switch type!

The propeller is activated by kinetic wind energy -- when wind touches it, it will start spinning. However, its friction will cause it to slow down gradually, until it comes to a stop again.

This opens up many new possibilities for timed operations without the use of dedicated shapes!


Turbines allow it to spin continuously!


It will continue spinning until the Tornado vanishes!


Gusts of Wind will active them for short bursts!


They can also be deactivated with a condition!


[h2]What's Next?[/h2]

We are preparing hard for the upcoming next major content update releasing on October 4th, so mark you calendars! It will introduce many new game changing features that will elevate your dungeons to new levels, quite literally.

Next week is going to be a smaller update because of the preparations, so we are adding some content to Castle Town!


See your next Friday!

Version 0.8.6 Is Crossing Onto Early Access

[h2]You Can Now Place Bridges Over Lowered Walls[/h2]

This has been requested for a long time and was very challenging to implement on a technical level, due to Quest Master not using real 3D physics. We delegated all week to implementing and playtesting the bridges so the new physics don't break existing mechanics!

You can connect the edges of lowered walls with bridges!



All objects can move both under and on top of bridges.
Bridges can either be vertical or horizontal, depending on their placement.



Again, they were incredibly difficult to implement, and due to the 2D physics engine underneath, impose certain technical limitations, for example not being able to have doors underneath a bridge.

I am looking into possible solutions for this, but nothing is guaranteed. QM is stretching the boundaries of 2D physics so far already that it's essentially becoming a 3D game lol.

[h2]Tattle Totems Are Appearing In Castle Town[/h2]

These mysterious stone statues give you useful information and hints, for example how long you have to wait before playing Lucky's Locks again.

Their eye follows you around. Spooky!



They give you useful hints and information.



Who knows, maybe they will even come to the dungeon maker?

[h2]Equipped Rings Are Now Shown In The HUD[/h2]

This should help identify worn rings at a glance and allow you to show off your rings more nicely.



[h2]The Golden Goozer Has Been Added[/h2]

It's finally here.



[h2]You Can Now Lock The Cursor To The Game Window[/h2]

This has been requested a lot recently, so I went ahead and added the option in the settings! It's enabled by default.



[h2]Minecarts Can Now Be Turned Invisible[/h2]

This should allow some cool shenanigans, especially mini games! Can't wait to see it.



[h2]Changelog[/h2]

  • Blast Ring only protects against your own explosions now, for example from a bomb you are holding too long
  • Surface immunity rings (such as the Feathered Ring) now halve the damage from the respective surface as opposed to nullifying the damage entirely
  • Reduced the amount of damage given by Sharp Ring
  • Reduced the amount of defense given by Hard Ring
  • The animation for catching the boomerang has been removed as it was just annoying and hindering gameplay flow
  • Damage of explosions has been doubled
  • Damage of throwing big key has been doubled
  • Bombs no longer get bumped away be enemies on contact

Version 0.8.5 Hatches Onto Early Access

[h2]Gabi's Pet Care Joins Castle Town[/h2]

Let's welcome Gabi! She joins Castle Town with her pet care.



Have you found a mysterious egg? Bring it to Gabi and let her take care of it!





Once enough time has passed, the egg might hatch into a pet that you can bring with you on your journeys, for example this cute chicken!



We are booting with three pets to find, and will be expanding the amount of pets you can collect over the course of development, similar to rings.

I hope you are excited! This is the first step of character customization, which I know many of you have been looking forward to.


[h2]New Rings[/h2]

Four new rings have been added into the game, for both Lucky's Locks and Boo & Moo. Can you find them all?


[h2]What's Next[/h2]

Next week, we will return to the dungeons again, with new dungeon parts to be released, with them being puzzle-focused this time.

See you next Friday!


(Kyle, who always makes the event banners, is traveling right now, so we are adding the correct banners once he is back home!)

Version 0.8.4 Is Storming Onto Early Access

Welcome to this week's update! As promised, today is all about enemies. So let's get right into the goodies!

[h2]Zorb Joins The Battle[/h2]

Welcome Zorb, one of our new enemies!
He functions similarly to Zorbius, just less powerful, only shooting once and having significantly less health. He will still teleport around the room.





[h2]Is This A ... Minic?[/h2]

The Minic is another new enemy for this week. It likes to hide among Mines until you get close, which will then lead to it running erratically around the room and exploding shortly after.
You can knock it back with your sword or other attacks if gets too close.
Fire attacks will make them detonate immediately!





[h2]Many Enemies Now Have a Golden Variant[/h2]

We've added Golden variants for many existing enemies! They have significantly more health, are faster and deal a lot more damage, so watch out!



[h2]Big Doors Have Been Given a Makeover[/h2]

We've given Big Doors the makeover they deserved, so enjoy all their new glory!



[h2]Stairwells Have Been Made More Visually Intuitive[/h2]

Additionally, we've overhauled the appearance of stairwells to make it a lot easier to visually see which way floor they take you. I hope y'all appreciate this!



[h2]Look At All Those Chickens[/h2]

What are these chickens doing in Castle Town?



Give this puppy some love!



[h2]What's Next[/h2]

Next week, we will be giving Castle Town a big update! Stay tuned for that.
See you next week!