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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!

MAJOR UPDATE! | Gustwind Palace Sails Onto Early Access

Today marks the 12th content update we've brought to the game ever since we launched into Early Access about two months ago, with this update being the biggest one so far!

Take a look:

[previewyoutube][/previewyoutube]

In addition to this huge update, we are putting the game on a 20% sale discount for two weeks! So if you've had the game on your wishlist and been waiting for a sale, now's your chance.

Let's dig a bit deeper into what's new!

[h2]A New Theme Has Been Added Into The Mix[/h2]

Gustwind Palace soars high atop the sky. Make use of it's beautiful parallax sky backgrounds and luscious greenery to decorate your dungeon.



[h2]Get Some Tailwind With Turbines[/h2]

Turbines suck and blow away objects! They come in four flavors:
  • Exhaust Turbine: blows away objects
  • Intake Turbine: sucks in objects
  • Red Turbine: controlled with Color Switch, exhaust by default
  • Blue Turbine controlled with Color Switch, intake by default


Their strong winds penetrate certain objects like fences too! Additionally, they affect airborne objects too, in contrast to conveyor belts.



[h2]Get Blown Away By Gusts Of Wind[/h2]

The new Gust Of Wind projectile entraps objects it touches and takes them with it until it hits a wall and vanishes!



[h2]Create Updrafts With Whirlwinds[/h2]

Whirlwinds shoot objects up high into the sky. You can even reach the higher elevation when the whirlwind is placed in lower elevation this way!



[h2]Blow Your Foes Away With The Tornado Rod[/h2]

The new Tornado Rod, a variant of the Fire Rod, creates a powerful Tornado that works similar to the Whirlwind, only that it is temporary!

And yes, even Shadows can use it...



[h2]Accelerate Using Hermes Boots[/h2]

The Hermes Boots are the next exciting thing! They allow you to run at super-speed, becoming the fastest way to travel by foot now!

Of course, you can chain them together with Whirlwinds, Tornados and other momentum based objects, like Springs!



[h2]Slide[/h2]

You can also run up Slides with the Hermes Boots! Otherwise, you'll just slide down, including any other objects, even pushable ones and minecarts!



[h2]Sift Through The Mud[/h2]

Only running with the Hermes Boots allows you to cross the new Mud tile! Anything else will drown in it, similar to Water and Lava.



[h2]Sail Away With The Sailcloth[/h2]



[h2]Up, Up And Away With The Balloon[/h2]

The Balloon is a new modifier, just like Wings are! They make the object you attach it to fly, but if they are hit by an attack, the Balloon pops and makes the object fall towards the ground.



[h2]Climb Up With Ladders[/h2]

Many people have wished for stairwells that you can place on regular ground, so here we go!
These ladders integrate neatly in your dungeon and allow you to get to the floor above or below anywhere.



[h2]Decorate Your Dungeon With Windows[/h2]

The Window is the first decorational part we are adding to the game. Many more to come!



[h2]Bushes And Skulls Are Brought To All Themes [/h2]

Many of you have requested being able to use both skulls and bushes in all themes, and we listened!
Note that they still behave the same mechanically, so there are no breaking changes, it's purely decorational.



[h2]Count On Number Signs[/h2]

The new number signs from 1-8 hopefully will fit well into your sequence puzzles and other shenanigans! Another much requested feature.



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

New enemies and bosses have come a bit short, so we are focusing on adding new exciting ones in the next weeks. So look forward to that! In the meantime, we hope you will experiment with adding the new modifications, like the balloon, onto existing enemies and bosses!

We hope you are excited about this update. We can't wait to see new dungeons made with these mechanics!

See you next Friday!

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