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Quest Master News

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!

Version 0.8.3 Teleports Onto Early Access

Welcome to this week's update!
As promised, we finally finished the new boss! So let's get right into what's new, shall we?


[h2]Zorbius Teleports Onto The Battlefield[/h2]

The new boss is called Zorbius! He is a menacing wizard that can teleport himself around the room and shoots Energy Balls at the player.



He also can do a charge attack and gets more difficult the lower his health gets.



Of course, you can configure the projectiles he shoots, so you can also make him shoot bombs for example for super chaos!

You can also make him invisible! Here is a silly quick attempt at recreating the Ganon boss fight from The Legend of Zelda on the NES with an invisible Zorbius.



[h2]Energy Balls[/h2]

Zorbius introduced the new Energy Ball projectile, which can be reflected with a spin attack. Use that to your advance in both combat and puzzles!



He is currently missing some sounds, and a polished death animation, but we'll be finishing those off in the coming days!


[h2]Remote Bombs[/h2]

The remote bombs have no fuse... they are detonated manually! This should be really useful in puzzles especially, so I can't wait to see what dungeons are being made with it.




[h2]Entrances Got A Facelift[/h2]

The old entrance was super poorly made, so we decided to draw all entrances custom!
Old dungeons using the previous entrance don't break, but using new entrances now will utilize this new one.




[h2]Volume Scaling To 200%[/h2]

Some people have reported the game being a bit too quiet, so we added the ability to scale the volume to to 200% from the default 100%. I hope that helps!




[h2]Significant Performance Improvements[/h2]

Another week, another round of very major refactors that have significantly improved the game's performance in most areas this time.
Not only general gameplay and making rooms a lot less prone to lag with many entities, but also editing your dungeon is a lot more snappy now with large rooms, and especially using the paint bucket tool.


[h2]Changes To How The Floor Below Is Shown[/h2]

We've made a pretty significant change to how the floor below (for example through a hole) is being rendered in the game.

Previously, It was using a perspective which made it shrink a bit, which looked cool, but was unintuitive while playing and also while designing the dungeon, as tiles didn't always line up 1:1.

This is now changed. The floor below is now rendered fully orthographically, meaning tiles will line up 1:1. This was not only done because of visuals, but also due to some technical reasons, which also makes the floor below rendering a lot more efficient now, essentially making it negligible.


[h2]What's Next[/h2]

Next week, we will be releasing the new Enemies that we have talked about before! So I hope you are all excited.

See you next week!

Version 0.8.2 Falls Onto Early Access

Finally it's here!

The technical difficulties have been luckily resolved. To cut a long story short, it was caused by an external package used for playtesting purposes... yea. Even considering that it could be the culprit took long lol.

Let's get right into what's new!


[h2]Lock the Path With Sockets And Gems[/h2]

The new sockets allow you to utilize differently colored locks and require the player to insert the correct gem into it! They also show up on the map.








[h2]First Sword Variant: Tree Branch[/h2]

We've added the Tree Branch, the first variant of the sword! It breaks in a single hit, but deals extra damage and knockback. I'm sure it will be super fun in swordless dungeons!








[h2]More Shapes[/h2]

We've expanded the context menu to have five columns to prepare for the future, and with it, added two new shapes to fill the gaps!






[h2]0 and 9 Sign[/h2]

We also added the 0 and 9 number signs now, which has been requested heavily.




[h2]9 and 10 sequence[/h2]

FInally, we also closed up the sequence index gaps, with the 9th and 10th index now being available.






[h2]A Sneak Peak At the New Boss[/h2]

We are working hard on the next boss. It's the most complex boss art-wise so far and has very fluid animations, which is why we couldn't finish its animations just yet. But here's a sneak peak!




[h2]Our Discord Server Reached 1000 Members[/h2]

Huge thanks to all of you. It's a bustling community of dungeon makers and players and we welcome everyone! Join the server now if you haven't already!


See you next Friday!

Critical Technical Difficulty - Weekly Update Delayed Indefinitely

Hey guys!

Unfortunately, somewhere in the over 300 update commits I did this week I introduced a critical issue that affects lower end devices like the Steam Deck.

This issue is not reproducible in the Unity Editor, so I have to painstakingly upload builds from various points in time to Steam to test them on the Deck and find the commit that introduced the issue.

I'm writing this at 3 AM right now, and I hate to delay this update. But this issue makes the game
borderline unplayable for some reason on Deck, and it shouldn't even happen in the first place. It could also be a weird quirk with the Unity Engine that's undocumented, wouldn't be the first time.

I am delaying the update indefinitely until I got the issue ironed out, which I am putting all my effort into! I hope to have it fixed by the end of day tomorrow, because I kind of also have to go to sleep now, as the efforts of the past hour haven't been very effective.

I hope you can forgive this mishap! These weekly updates put a lot of strain on our small team, even though it's satisfying and rewarding to update the game so frequently and seeing y'all enjoy it so much.

Apologies again for the delay, I hope you continue to enjoy the game regardless!

Version 0.8.1 Haunts Early Access

Apologies for the delay! We posted the update yesterday as usual, however our community quickly found critical issues we needed to address. As it was past midnight for Julian, we decided to take the update down and address the issues today to bring a polished update to all of you instead of a broken one.

Let's get right into what's new this week!

[h2]Lunarc Comes To Haunt You[/h2]

This immortal entity unalives anything its mighty scythe touches in a single hit. This includes the player, but also enemies! Lunarc will haunt you inside the room you place it.

At the moment there is no way to officially kill it, as the mechanics intended for that are not in place (he will become vulnerable by shining light onto it).



You can also make Lunarc invisible, which keeps his scythe still visible. This results in an interesting aesthetic similar to the Deathsword fight in The Legend of Zelda: Twilight Princess.



Additionally, Lunarc shows up on the map. Since he will haunt you in the entire room, this can prove very helpful.



[h2]Introducing Mines[/h2]

This new trap explodes when it touches anything. It starts beeping when you get close to it, indicating that it's about to explode.



[h2]Write Notes In Maker Mode[/h2]

You can now write custom notes in maker mode! You can use these for organizing and planning your dungeon. They even come in four juicy colors!



[h2]Updated Stairwell Map Icons[/h2]

We have color coded the stairwell icons, as their rotated sprites on the map were sometimes a bit hard to visually understand.




[h2]Major Performance Improvements[/h2]

The game's performance and stability has been majorly improved, making dungeons that were previously unplayable on Steam Deck now a butter smooth 60 FPS. As always, continuous effort is being put into making the game as easy to run as possible, and your dungeons are a great stress test for that.

[h2]What's Next[/h2]

As promised, we will release another boss next week! So look forward to that. We are also working on major expansions for Castle Town, which hasn't seen changes in quite a while, so it's overdue for sure.

See you next Friday!