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Quest Master News

Version 0.7.11 Swings Onto Early Access

[h2]You Can Now Place The Sword In Your Dungeon[/h2]

Finally, you can place the sword somewhere in your dungeon. This works best in tandem with swordless dungeons (a dungeon tag you can enable), which makes you start without the sword.



[h2]Introducing The Sword Pedestal[/h2]

In addition to being able to place your sword anywhere, there's a new type of pedestal specifically for swords, the Sword Pedestal!

You can use it to either force the player to give up their sword, or you can use it in aesthetic manner.



Note that the sword can still be placed on regular pedestals and coin pedestals.



[h2]New Custom Map Icons For All Pedestals[/h2]

With the new Sword Pedestal, we thought it would be beneficial to give each pedestal a unique map icon.



[h2]The Calm Before The Storm[/h2]

The first Major Content Update will release next Friday, so mark your calendars! It's going to be the biggest update by far that we've ever released, so we hope you are very excited for it! It introduces a brand-new dungeon theme and many, many new dungeon parts.

[h2]Calling All Creators[/h2]

Do you stream or make content? Be sure to join our Official Discord Server and join our community and share your stuff. You never know who might pop into your streams, from fellow creators to devs and fellow Quest Masters!

Version 0.7.10 Is Pitching Onto Early Access

[h2]You Can Now Configure The Octave Of Note Blocks And Note Switches[/h2]

The new Note Blocks and Note Switches are a beloved feature of many already.
Being requested a lot, we are now adding customizable octaves to both to allow even more music and sound possibilities!



[h2]Checkpoints Now Show Up On The Map[/h2]

Checkpoints now show up on the map screen. Handy!



[h2]Airborne Fire Bar Visual Improvements[/h2]

Previously, it was very difficult to differentiate airborne from grounded fire bars, as the fire balls didn't have a shadow. Now they do!



[h2]You Can Now Bind A Hotkey To Restart The Dungeon[/h2]

People love speedrunning dungeons. To make it a bit more convenient, you can now bind restarting the dungeon to a hotkey, for example R in this example.



[h2]Huge Performance Improvements[/h2]

Many parts of core hot paths in the game's code have been refactored and optimized greatly, for example utilizing the GPU fully to render reflections of objects.

This should make the game even smoother, especially in areas with many idling objects such as pots.
Lower-end devices like the Steam Deck will also make great use of this.

I've seen FPS increases of up to four-fold with these improvements, which is great and in line with my ongoing effort to make the game as accessible as possible.

[h2]Getting Ready For Next Theme[/h2]

We are hard at work in the background preparing the first major content update, which will include a brand-new dungeon theme, releasing very shortly.

The update will include many new dungeon parts for you to use, including a bunch of new, very exciting items.

I hope that update will blow you away!
Can you guess what it's going to be?

See you next week!

Version 0.7.9 Grooves Onto Early Access

Welcome to this week's content update!
This time, it's all about making noise. Let's get right into it!

[h2]Introducing The New Note Blocks[/h2]

We've adde the Note Block! It comes in 12 variants (C, C#, D, D#, E, F, F#, G, G#, A, A# and B) and allows you to play the note when you hit that block with any damage, or even have enemies or traps hit it or when tied to a condition.



[h2]Introducing The New Note Switches[/h2]

In addition to the Note Block, we've added the Note Switch! It comes in the same 12 variants (C, C#, D, D#, E, F, F#, G, G#, A, A# and B) and allows you to play the note when any object (player, trap, enemy etc.) steps on it or when tied to a condition.



[h2]Introducing The Respawner[/h2]

We've added a third variant of the spawner, the Respawner! This variant encapsulates the previous behavior of the regular spawner, namely respawning and destroying the previously spawned object that it spawned.

The regular spawner behaves as expected now, spawning a single instance and a single instance only, even when tied to a condition.



[h2]Three New Dungeon Tags Are Available For Use[/h2]

Three new dungeon tags have been added, Exploration, Music and Escort, bringing the total up to 15 now!



[h2]Spikadillos Now Break Crates And Barrels They Roll Into[/h2]

Spikadillos now break crates and barrels that they roll into. This is in line with what you would expect, since the player can also break them when they roll into crates or barrels.




I can't wait to see music dungeons flooding in, or even more exotic mini games like Stepmania recreations.
I hope you are enjoying this week's update!


See you next Friday!

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

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

Version 0.7.8 Brings The Big Ring Box Onto Early Access

[h2]An Upgraded Ring Box Can Now Be Acquired[/h2]

Give Gemini a visit once you have a appraised a fair share of rings!


[h2]Breakable Parts Like Pots Or Crates Can Now Be Spawned Or Put Into Chests[/h2]

You can add them to enemies to spawn on death, spawners, chests, even pots themselves, and much more.



[h2]More Info[/h2]

Unfortunately both of our artists got sick this week, essentially preventing them from working on the game to any significant degree, which is why this week's update falls a bit short on new content.

I tried to still add some cool things that I could do without much or any new artwork needed.

They both should hopefully be back and ready next week!

Until then, see ya!

Version 0.7.7 Addresses Feedback Of 0.7.6

Hey guys!

[h2]Changes To Time System[/h2]

The new real-life time system got a lot of negative feedback, so we decided to change it back to an in game time system.

In the first iteration, time-based minigames reset once you play a single dungeon, which obviously was too exploitable and prompted us to reconsider the system.

While a real-life time system is cool and can be useful, we understand the issues it brings, for example if you cannot play on the weekends because of your personal life, or you simply don't want to wait an entire day for something to happen.

This is why those aforementioned minigames will now be reset after about an hour of ingame play time. This still incentivizes playing the game, but doesn't force you to actually wait an eternity and rewards playing more of the game in fact too, which is nice.

[h2]Ring Appraisal Is Now Immediate[/h2]

Gemini also now immediately appraises your rings, as opposed to you having to wait again for him to appraise the rings. This felt very tacked on and unnecessary, and just delays the excitement of getting a new ring.

[h2]Spawners Can Now Be Inverted[/h2]

Similiar to torches and other invertible objects, clicking on spawners will invert their state and allow you to stop them with a condition or start them, depending on your context.

(I actually just forgot to enable this feature for yesterday's update lol)

[h2]Cloud Sync Disabled Until Fixed And Stable[/h2]

Unfortunately, we encountered issues in production with the dungeon cloud sync because of certain mod.io limitations. We've found the issues and will be addressing them as soon as possible, but we are disabling cloud sync until the issues are ironed out, as we don't want anyone to potentially lose their progress. We hope you understand! At the latest, the cloud sync will be ready and battle-tested by next Friday's update!

[h2]Closing Thoughts[/h2]

We appreciate y'alls input a lot! It's in our best interest to make the game appeal to you, the players.
Enjoy the game !

- Julian