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Quest Master News

Version 0.9.4 Falls Onto Early Access

[h2]"One" Conditions[/h2]

A new set of conditions have been added for the case of "One!
For example, if JUST one (but not more than one) of a given shape is activated.

The logical operation equivalent is XOR, in case that's helpful for some!


New exclusive or condition being shown In the context menu.


The chest will appear if only one of the switches is pressed.


[h2]Diggable Hole Variant: Bottomless Hole[/h2]

A variant of the Diggable Hole, the Bottomless Hole, has been added to the game!

Instead of being able to dig up an item for example, you can fall through the Bottomless Hole after you dig it up!




Of course, you can also fall into the floor below through it!


[h2]New Dungeon Feature Tag: Ringless[/h2]

[h3]Prevent Taking Rings Into Dungeons[/h3]

The new Ringless feature tag makes the player start with no rings and no ring box when entering your dungeon.



You can use it to enforce a consistent gameplay experience if you don't want players to modify their experience through rings.

[h3]Place Rings and Ring Boxes As Rewards Inside Your Dungeon[/h3]

Additionally, with Ringless enabled, you can place all Rings and Ring Boxes you have unlocked so far in your dungeons!

You can use it for example as extra progression, or in shops to spice things up!


The Ringless tag is required to place rings.


All the rings and ring boxes you have unlocked are available to place.


Collecting rings in play mode.


[h2]New Dungeon Feature Tag: Mapless[/h2]

New new Mapless feature tag prevents you to look at the map before you have collected the item.







[h2]New Dungeon Feature Tag: Permadeath[/h2]

The new Permadeath feature tag makes it so dying in multiplayer is permanent. Usually, dead players automatically review after a few seconds with a quarter of a heart.




[h2]Revive Players With The Coffin[/h2]

With the new Permadeath tag, it was required to add a more explicit way to revive players.
We took inspiration from games like Donkey Kong Country and Spelunky, and implemented the Coffin!

They also work across rooms and floors!




[h2]New Dungeon Browser Tab: Played Dungeons[/h2]

You can now see a list of the dungeons that you have played in the Dungeon Browser, sorted from newest to oldest.




[h2]New Dungeon Browser Tab: Liked Dungeons[/h2]

You can now see a list of the dungeons that you have liked in the Dungeon Browser, sorted from newest to oldest.




[h2]Disable Combat Music In The Settings[/h2]

One person raised distaste in the Combat Music that plays in rooms that use the Kill All Enemies Condition.

Unfortunately, because we don't have the budget to redo or make it based on the dungeon theme, I decided to add an option to simply disable it in the settings!




Ayo I'm eepy so I gotta go sleepy

No Update This Friday -- Team Is Getting Some Rest!

Hey y'all!

We decided to not push ourselves to do an update this Friday. There were some personal things coming up for a few of us, and together with being very exhausted from last week, it was simply pushing us a bit too much.

We are already in the production phase of next week's update, which will be incredible. I hope you're looking forward to it!

We hope you all enjoyed Halloween and the festivities.

See you next Friday!

Version 0.9.3 Is H-H-Haunting Early Access

[previewyoutube][/previewyoutube]


[h2]Welcome To Spooky Town[/h2]

Halloween has reached Castle Town!

Explore a beautifully frightening version of Castle Town during the Halloween Event, which will last up until November 30th!






[h2]Enter Moonlight Brambles[/h2]

Moonlight Brambles marks the newest dungeon theme we are bringing to Quest Master!

We revamped Dewdrop Roots to make it more appropriate for Halloween, including gravestones, spiders, gargoyle statues, falling leaves, and more!

It also boasts a chilling rendition of Dewdrop Roots' OST.

The theme will be available forever, not tied to the Halloween Event itself!

[h2]From the Lore Master:
The Legend of Moonlight Brambles[/h2]

They say that deep within Aetheria lies a place untouched by the sun, where the moon never sets, casting a cold, silvery glow over an ancient forest known as Moonlight Brambles. Travelers whisper of a haunting beauty within its twisted trees and winding paths, but they warn that few who enter ever return the same—if they return at all. For as long as anyone can remember, Moonlight Brambles has been cloaked in mystery and dread, its roots steeped in the arcane and its air thick with the scent of earth and forgotten things.



The forest is littered with eerie remnants of a long past: skull torches with blue flames that flicker in the windless night, stone gargoyles that seem to watch with unblinking eyes, and cemetery headstones marked with names worn away by centuries. Some say these graves belong to ancient Aetherians who wandered too close to the realms of the dead, cursed to roam the brambles in search of rest they can never find. Phantom figures, known as the Lost Ones, are rumored to drift through the fog, their hollow eyes glinting like starlight, bound to this place by powerful forces beyond mortal understanding.



In the deepest parts of Moonlight Brambles, giant spiders weave webs that shimmer under the moonlight, catching not just the unwary but whispers from the underworld itself. Ghostly Zorbs float between the twisted trees, their forms fading in and out like dying embers, guiding—or perhaps luring—the curious ever deeper. And then there are the pumpkins that grow wild here, twisted and gnarled, each with a leering face carved as if by invisible hands. Legends claim they were planted by a shadowy figure who once tried to claim the brambles as their own, and though the figure is long gone, the pumpkins remain, a mark of the forest's dark past.



The Moonlight Brambles are more than just a forest—they are a threshold between the realms of the living and the dead, where magic runs wild, and the spirits of the past find no rest. Those who venture too close are warned: tread lightly and keep an eye on the path, for the forest has a way of closing in on those who dare disturb its ancient slumber.


[h2]Earn The Exclusive Halloween Badge[/h2]

Show everyone that you've been there!

Play Quest Master during the extraordinary Halloween Event to earn a time-exclusive name badge that will show on your user profile.




[h2]Jack the Reaper[/h2]

Rumors are going around that Jack the Reaper supposedly shows up sometimes in Castle Town...
what horrors might be bring?

But be quick! He will unlikely persist after the Halloween Event has ended.




[h2]Logic Update[/h2]

As promised in last week's post, we are also shipping a major update to the conditions and logic!


[h3]Inverting Shapes[/h3]

Each Shape can now be inverted!

For example, rather than having the shape trigger when the enemy is defeated, it will trigger while it is still alive!




This chest will stay visible as long as all enemies are alive.

[h3]Condition Variants[/h3]

Most Conditions have been given multiple variants to enhance usability.

All Shape Conditions have options for checking for Any or None instead of just All instances of a given shape.




The chest appears when any of the bats are killed.

Other Part Conditions have also been given similar treatment, for example, a condition variant for when No Enemy Has Yet Been Defeated!






[h2]Cycle Through Part Variants In The Book[/h2]

You can now cycle through the variants of a given part by right-clicking! (We haven't yet found an excellent way of doing this on the controller, so we'll add that next week!)




[h2]Sliding Arrow On Part Book[/h2]

It wasn't very clear before that you could move your mouse cursor to the left edge of the screen to bring up the part book again after it slid away—we now show an arrow indicating that it's possible, which should fix that!




[h2]Going Backwards In The Context Menu[/h2]

You can now go backward in context menu properties like the direction using right-click (gamepad bindings coming next week!). This is a much-requested quality-of-life improvement!




[h2]New Banner Decoration[/h2]

Looks pretty nice, eh?




[h2]Closing Thoughts[/h2]

If you haven't, join our Discord!
You can also follow us on Twitter/X.

Don't forget that you can bundle and save with the Super Dungeon Maker x Quest Master Bundle!

https://store.steampowered.com/bundle/41984/Super_Dungeon_Maker_x_Quest_Master/

[h3]Happy Halloween from the Quest Master Team![/h3]

Version 0.9.2 Appears On Early Access

[h2]Give Messages With Text And Wall Signs[/h2]

The new Text Sign and Wall Sign can be used to write custom messages for players to read.

It's pretty simple but very much highly requested!

We were a bit reluctant to add them since there are issues with moderation of this type of content, but since you could already add custom names and descriptions to your dungeon, it wasn't a valid argument.






[h2]Shield Acts As Grappleshot Target[/h2]

You can now use the Shield to act as a Grappleshot target in Multiplayer dungeons!




[h2]Water Level Raised Condition[/h2]

The shape slot of Water Level Switches has been replaced with a general purpose Water Level Raised Condition in the Part Conditions tab of the context menu!




[h2]Floor Switch Failed Condition[/h2]

A new Part Condition has been added for whenever the player has failed to step on all Floor Switches without hitting a single one twice.




[h2]More Parts Can Be Turned Invisible[/h2]

Bridges, Floor Switches, Spawners, Note Switches and all Door types that previously haven't been able to be turned invisible can now be turned invisible!


[h2]New Loading Screen[/h2]

We revamped the look of the loading screen, as people sometimes thought their game was frozen because it looked too simple.

The new loading screen also includes randomized tips and trivia from the game now!




[h2]Significant Performance Improvements And Loading Speed Reductions[/h2]

Loading dungeons has been made significantly faster. Expect your dungeons to load on average twice as fast.

The game's performance and stability have also been improved, especially on lower-end hardware like the Steam Deck. Over longer gameplay sessions, the game slowed down gradually, which is not the case anymore. Hooray!


[h2]One More Thing[/h2]

You can now place Tattle Totems, famously known from Castle Town, in your dungeons! You can also give them a custom message that is told to the player when they hit it.




They even stare at the player in maker mode.


[h2]What's Next[/h2]

Next week, we will release a significant update to the logic creation aspect of Quest Master! Stay tuned!

Quest Master is still on a 20% sale for a couple of hours, so grab it while it's at a reduced price if you haven't yet!

https://store.steampowered.com/app/2094070/Quest_Master/

Version 0.9.1.0 Rises Onto Early Access

Welcome to this week's content update! It's already been one week since the latest major update, so let's get right into what's new!


[h2]Water Levels & Water Level Switch[/h2]

As promised, Water Levels have been implemented!



Water levels function per floor and can be toggled using a Water Level Switch.



You can also customize the starting water level of a floor in maker mode by simply pressing the Water Level Switch.



You can even swim through underwater doors!


One very important detail that was of upmost importance to me was making Water Levels highly performant. I'm delighted to report that using Water Levels has no impact on performance at all, which means you can use it as much as you want!


Due to how Water Levels had to be implemented upon all existing mechanics, some things don't work underwater yet, for example objects placed on top of moving platforms won't move with the platform if the water level is raised. I will alleviate those technical limitations in the coming days and will be rolling out these refactors afterwards!


[h2]Lava- and Mudfall[/h2]

With the addition of Waterfalls last week, it only made sense to also add both a Lavafall and Mudfall!


Lavafalls are purely hazardous, and simply just look great.


Mudfalls can be run down using the Hermes Boots.


[h2]Pressure Plates Can Be Pressed Underwater[/h2]

Pressing Pressure Plates underwater was previously not possible due to how they worked under the hood.
This week, the internals were refactored, and they are now able to be placed underwater and you can press them when diving or pushing a block onto it for example.




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

This has been suggested as a cleaner way of making darker rooms without having a torch visible in your room.




[h2]20% Off Still For One Week[/h2]

Quest Master is still 20% off for 7 more days, so if you haven't grabbed the game yet, make sure to do so!


[h2]Polaris Event[/h2]

Quest Master has been chosen by Dennsen86 for the annual Polaris event on Steam!
We're super grateful for that opportunity and huge shoutouts to Dennsen!