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Version 0.10.1 Is Repositioned Onto Early Access

[h2]Cake Day[/h2]

Hello everyone! I know I said there wouldn't be any more content updates this year, however, I decided to release a surprise update on my birthday today!

Let's get right into what's new.


[h2]Food Items[/h2]

There are nine new food items (as heart variants) that replenish various amounts of health, with the Black Forest Cake Slice restoring all ten hearts.



Black Forest Cake, also called Schwarzwälder Kirschtorte hier in Germany, is my favorite cake and I figured it would be appropriate to add it into game, especially because it's also been often requested to allow giving the player items that restore more than a single heart.




[h2]Centering Dungeon Parts[/h2]

You can now center most dungeon parts off-grid. Excluded are parts like moving platforms which already are resizable or pushable blocks which require being aligned to the grid for their functionality.



This also translates to parts like doors.




[h2]Multicheckpoint[/h2]

The new Multicheckpoint variant is able to be triggered as often as you want.




[h2]Golden Clones[/h2]

The newest menace in town has arrived, Golden Clones!
These golden fellas are Shadows, but even more on steroids.




[h2]Tooltip Tags[/h2]

The tooltips of dungeon parts have been refactored to contain less text in favor of the new tags.



This not only makes it easier at a glance to see properties of an object without reading through a wall of text, but it might also highlight things you previously did not know about certain parts.



We'll continue to add more tags and refine the system.


[h2]Placement Layering[/h2]

Layering parts over each other has been redone to rely solely on the rendering order. This is way more intuitive, because what you see is what you get - as opposed to hard defined rules set by me that are not only annoying to maintain (and frankly, I quite often forget to) but they also limit things because I have to specify all interactions manually.




[h2]Water Dash[/h2]

The new water dash acts as the roll equivalent while swimming and diving. It allows you to move much quicker in water, which is a hugely requested quality of life feature.



It's mapped to the same button as "Roll", which previously was used for diving. Dive is now bound by default to "Use Sword". In case you've previously already rebound Dive, make sure to double check your bindings to avoid conflicts.


[h2]NPC Icons[/h2]

Castle Town NPCs now show various symbols above their head when their dialogue is important.



This should help guide new players and also provide more context when taking a stroll around Castle Town.




[h2]Show Bosses On Map With Compass[/h2]

The compass now shows the location of bosses, indicated by a skull.




[h2]Giant Ring Box[/h2]

If you've collected enough rings, give Gemini a visit! He might reward you with the Giant Ring Box, the next ring box upgrade which allows you to equip three rings at once.



Of course, this ring box will, once given to you, also be available in maker mode for you to use inside your dungeons.




[h2]Closing Thoughts[/h2]

I hope you're enjoying this update! This will however be the last update of 2024 for real, lol.
The entire Quest Master Team wishes everyone a happy new year 2025!

MAJOR UPDATE 0.10 | Coldfang Grotto Is F-F-Freezing Over Early Access

[h2]Enter Coldfang Grotto[/h2]

Coldfang Grotto is the 7th dungeon theme that we are adding to Quest Master, and with it, we are shipping the biggest content update that we have ever created!

Have a look at the trailer!

[previewyoutube][/previewyoutube]

[h3]Another Quick Disclaimer[/h3]

This update is not 1.0.
1.0 will be released later next year.
There will still be weekly updates until 1.0 releases.

Let's get into the goodies!


[h2]Power Up With The Gauntlets[/h2]

The new gauntlet items increase your strength and allow you to interact with objects that previously have only been interactable in multiplayer, for example, pushing 2x2 or even 3x3 blocks!

There are two tiers of gauntlets, the Silver Gauntlet and the Golden Gauntlet.

The silver tier increases your strength by one unit, allowing you to push 2x2 blocks or pull 2-tile wide pull levers, for example.



The golden tier, on the other hand, increases your strength by two units, allowing you to push even 3x3 blocks or pull 3-tile wide pull levers.




[h2]Slide Around Ice Blocks[/h2]

The new Ice Block is a pushable block variant that, when pushed, slides over the floor until it hits a solid wall.



You can also encase various objects, like items or enemies, inside the block. These will spawn once you melt the ice block, for example, by casting a fire ball at it.



Ice Blocks will freeze water underneath it, allowing you to create temporary paths over bodies of water.




[h2]Slip On The Ice Tile[/h2]

The new ice tile makes you slip around when walking on it.



It also has an incredible, unique tiling interaction with holes where it shows icicles underneath!



Pushing regular blocks on ice will also behave like ice blocks, sliding until they hit a solid wall.




[h2]Spawn Ice Blocks With The Ice Rod[/h2]

The new Ice Rod allows you to spawn a single block of ice, functioning similarly to the Cane of Somaria.



The spawned block can be pushed as many times as you want, and it can press pressure plates, for example.




[h2]Freeze Your Foes With The Ice Boomerang[/h2]

The new Ice Boomerang variant freezes enemies it hits.



Frozen enemies can be moved onto pressure plates to press them, which is a unique new interaction tied to being Frozen.



But not just enemies can be frozen. Even things like switches can be frozen to halt their progression temporarily. For example, you can activate linked switches with the ice boomerang to solve a puzzle you couldn't previously solve.



Similarly to the Ice Block, the boomerang also creates temporary paths over bodies of water.




[h2]Freezlide Enters The Battle[/h2]

A new enemy appears!

(Note: I'm wearing the Safe Ring, which halves my damage output)

Freezlide will slowly move toward the nearest player and bump them away, but when hit, it will start sliding around the room violently, freezing everything it touches.

It also creates temporary ice on water during that sliding state.




[h2]Freeze Objects In Maker Mode[/h2]

You can configure objects to be eternally frozen from within maker mode. This requires the player to melt the object beforehand to interact with it.



Most objects, like bridges, can be frozen, even things you might not expect, turning them into slippery surfaces.




[h2]Get Frozen By The Ice Slumberwing[/h2]

The new Ice Slumberwing is a bat variant that freezes you when you touch it.
It deals with contact damage, so it's best to attack it with various options. Or avoid it at all costs.




[h2]Spectral & Ice Arrows[/h2]

Spectral and Ice Arrows have been added, which work just like you would imagine, cursing and freezing their targets, respectively.


[h2]Freezeflame Brazier & Lantern[/h2]

The new Freezeflame Brazier is a unique type of torch that cannot be lit using regular lanterns. It must be lit using the Freezeflame Lantern, or other ice projectiles like the Ice Boomerang.




[h2]Ice Goozer & Goozling[/h2]

The new Ice Goozer and Goozling variants deal with freeze damage, causing you to get frozen in place when hit by them. Attacking regular slime with ice damage turns them into ice slimes.




[h2]Slippery Ice Platform[/h2]

A new moving platform variant has been added, the Ice Platform. It functions exactly like a regular moving platform however it is slippery.




[h2]Get Smacked By Snowball[/h2]

The new snowball projectile is a Rock projectile variant that deals ice damage.




[h2]Spectral Goozer & Goozling[/h2]

Spectral slime variants have been added to fill the gap. Attacking regular slimes with spectral damage turns them into spectral slimes.




[h2]Sunlight[/h2]

The Sunlight dungeon part allows you to melt any frozen object that it shines on. This has prominently been used in Minish Cap's Temple of Droplets to melt ice blocks; however, it can be used in Quest Master in many more ways.



It's important to note that the respective object has to be fully contained within the light to be melted.



Sunlight will also cause Lunarc to become vulnerable when he touches it. However, we are delegating that functionality to the upcoming Mirror Update.


[h2]Awaken The Dead With Tombstones[/h2]

Tombstones are a new type of pushable that can have a message you can read from the front and spawn an object when pushed.




[h2]Get Creative With New Decor[/h2]

We've added a few new decorational dungeon parts to spice up your dungeon.


[h3]Rug[/h3]

The rug can be resized to any size and placed underneath other parts.




[h3]Flower[/h3]

The flower is, well, very pretty.




[h3]Hook[/h3]




[h3]Shield[/h3]




[h2]Quality of Life[/h2]

Below are a few of the changes that make the game experience better overall.


[h3]Rolling Spike Trap Turn Property[/h3]

You can now configure rolling spike traps to stop when reaching a wall. This can be useful for one-way paths, for example.




[h3]Elevate Fairies[/h3]

Fairies can now be elevated, requiring jumping to collect them.




[h3]Max Heart Limit Increased To 10[/h3]

The max heart limit has been increased to 10.




[h3]New Roll Break Animation[/h3]

The previous animation, like a wooden crate, felt very unpolished when rolling into a breakable.
We replaced it with a much snappier, less game-flow-breaking animation!



This change is versioned, meaning older dungeons still utilize the old animation.


[h3]UI Changes[/h3]

We've made a few tweaks to the play mode UI.

Firstly, small keys no longer follow you around. They are now being displayed in each player's HUD. The following keys were kinda cool, but with the addition of pets and fairies already following, it was simply too much noise onscreen and sometimes was a detriment to readability.

Additionally, we tightened up the UI and made spacing dynamic to make it look cleaner.




[h3]Pets... Assemble[/h3]

And finally, your collected pets now show up inside the fenced area near Gabi!
Collect 'em all!




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

This is the last update of 2024, bug patches excluded. We are now going into holiday mode and will be resuming weekly updates starting in 2025.

We hope all of you will enjoy this chilling update and have amazing holidays and a great start into 2025!

Much love from the Quest Master Team.

Join our Discord!
You can also follow us on Twitter/X.

Below, we are sharing an updated roadmap to get y'all up to speed with the release schedule of Quest Master.

Everything beyond 1.0, of course, relies on the game selling decently so we can continue to fund the development. Quest Master will be on sale with the Steam Winter Sale from December 19 - January 2nd!

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

Version 0.9.9 | Questmas Season Is Upon Us!

[h2]It's Time For Questmas![/h2]

Explore cozily cold Castle Town in the Winter Event, lasting until the end of 2024!



[h3]Winter Badge[/h3]

Earn the exclusive Winter Badge by simply starting up the game during the Winter Event!



[h3]Papa Claus Is Coming To Town[/h3]

A new NPC is visiting Castle Town, Papa Claus!
Make sure to talk to him to earn the other exclusive rewards that you can get during the Winter Event!

GIF

[h3]Coldfang Grotto Sneak Peaks[/h3]

As a reminder, we’ve decided to move the release of our final major update in Steam Early Access to Wednesday, Dec 18th, to ensure everything is polished and ready, including press materials like our updated roadmap.

We’re excited to officially unveil Coldfang Grotto, the Ice Dungeon Theme! With this update, you can craft, share, and play icy dungeons using a frosty new tile set, bringing all the chilling aesthetics and mechanics you’d expect from a classic Ice Dungeon.❄️

As promised, here are more sneak peeks for Wednesday's major content update!



You can freeze objects, like items or enemies, inside Ice Blocks! Sunlight can melt these Ice Blocks, allowing you to make push puzzles like these!


The Ice Boomerang allows you to freeze water (and much more!) to create temporary ice paths!

Join our Discord!
You can also follow us on Twitter/X.

See you this Wednesday for our final major update in Steam Early Access, Quest Masters!

Update News

Hey everyone, Jeron here!

We’ve got an important announcement about the next big update for Quest Master. The newest dungeon theme—one that many of you have been speculating about—was originally planned to release today, Monday Dec 16th. However, we’ve decided to push the release to Wednesday, Dec 18th to finish preparing some press related items that are worth to include with the press release we are doing with the update, like the updated roadmap!

Now, let’s address the big question we know many of you have been asking… and confirm what you’ve been guessing: it is the Ice Dungeon theme! We’re thrilled to officially announce Coldfang Grotto, the frosty new tile set for the Dungeon Maker. With this update, you’ll be able to craft, share, and play your own icy dungeons, complete with the chilling aesthetics and features you’d expect from a classic Ice Dungeon.

We also want to highlight the incredible music for Coldfang Grotto, composed by the one and only @Wayne | Composer. If you were a fan of Wayne’s fiery, dramatic score for Emberstone Quarry or the vibrant, adventurous music he created for Castle Town, then you’re in for a treat. His work for Coldfang Grotto is packed with atmosphere, mystery, and icy grandeur, and we’re so excited for you to hear it in all its chilling glory!

To help make the wait a little easier, we’re bringing not one but two exciting things to you on Monday:

Friday’s Surprise Update is now coming today as a little treat to start your week on a high note!

We’ll also be sharing animated GIFs and details about Coldfang Grotto to give you an early look at the tools and features that will soon be in your hands.

We can’t wait to see what this community creates with Coldfang Grotto. Your talent and creativity continue to amaze and inspire us, and we’re confident this frosty theme will lead to some of your most imaginative and exciting dungeons yet.

Thank you for your patience, support, and enthusiasm—it’s what makes this community truly special. We’ll see you in Coldfang Grotto on Wednesday, and we’ll have plenty to share with you later today to tide you over!

Major Update Shifted To Monday Because Of Game Awards

[h2]Please Hold While Geoff Steals the Spotlight[/h2]

We’ve decided to move the Major Update to Monday, December 16th, instead of this Thursday, to avoid being overshadowed by the Game Awards and to ensure Quest Master gets the spotlight it deserves.

This also gives the team a little extra time to add more love and polish to the update. To ease the wait, here’s a sneak peek at what’s coming your way! 🎉



[h2]Clarification On "Final"[/h2]

To clarify, “final major update” refers to the last big update before our 1.0 release.

The 1.0 release itself will be our biggest update yet, far surpassing anything we’ve released before. Plus, weekly content updates will continue right up until 1.0!

And that’s not all: if Quest Master thrives post 1.0, we’re ready to support the game with exciting new content for years to come. Fingers crossed! 🤞

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