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Quest Master News

Version 0.9.6 Is Pasted Onto Early Access

[h2]Blueprints[/h2]

A new huge addition to the game, blueprints, are here!

[h3]Blue- what?[/h3]

Blueprints allow you to save a selected area to disk (and Steam Cloud of course!), allowing you to copy and paste it whenever and wherever you want, in any dungeon!


It's as easy as pressing save!


Paste them anywhere!

This way, you can reuse contraptions for example.

You can also upload them for everyone to enjoy, similar to dungeons. Of course, blueprints need no clear check though, which means their upload happens in seconds!

[h3]The Blueprint Browser[/h3]

The new Blueprint Browser is the central hub where al the magic happens. Here you can browse through your own blueprints, search for online ones, and reuse your favorite blueprints!

You can also search by name, which works in all three tabs.






[h3]Grid and Room Outlines[/h3]

To make room for the new blueprint browser, we removed the dedicated buttons to toggle the grid and room outlines.

These are now accessible in the settings menu, and you can also bind toggling them to a hotkey now. They are not bound by default.






[h3]Quick Share[/h3]

In addition, you can also use the CTRL+C and CTRL+V shortcuts to both copy and paste selections in and from your system clipboard.

This means after copying a blueprint, you could paste it into Discord for example, in case you want to quickly share a project you are working on!


[h2]Shadows Can Now Equip Rings[/h2]

[h3]The Ultimate Power[/h3]

You can now give Shadows Rings!

They can carry up to how many rings your current Ring Box fits, so if you have the Big Ring Box, you can give each shadow a maximum of 2 rings at once.



[h3]Always Access Rings In Part Book[/h3]

You now also don't need to use the Ringless tag to access the rings inside the part book to allow giving Shadows rings even without the tag. Note however that for collecting rings as the player, you still need the ringless tag of course.


[h2]Improvements To Searching For Dungeons By Name[/h2]

Some of you might have noticed that searching for a dungeon by its name was quite difficult in the past, as the dungeon browser returned way too many search results that didn't match up enough with what you were searching for.

I'm glad to report that this is now fixed, as it turned out to be a bug with the underlying mod.io API.

The search is now way more accurate and should help you find the dungeon you want.

In the following example I was searching for "Tower of Winds", and the game now solely returns 2 dungeons, perfectly matching with my query, whereas before it was returning 30+ pages of dungeons.




[h2]Retry From Checkpoint Hotkey[/h2]

You can now bind a key of your choice to retry from last checkpoint. it is not bound by default.




[h2]File Location Updates[/h2]

In order to allow automatic file transfer from demo to full game and to allow unique save data per logged in steam user, I had to make certain accommodation to where user data is located.

The new locations for save files are as followed:

[h3]Windows[/h3]
AppData/LocalLow/Apogee Entertainment/Quest Master/

[h3]Mac[/h3]
~/Library/Application Support/Apogee Entertainment/Quest Master/

[h3]Linux[/h3]
~/.config/unity3d/Apogee Entertainment/Quest Master/


While the old save data locations are still acknowledged by the game to support backwards compatibility, I encourage everyone to manually move over their files from the old location to the new one if possible.


[h2]New Anti-Piracy Measure[/h2]

A newly implemented anti-piracy measure prevents playing the game when it cannot establish a connection with the Steam client.

This does not mean that you cannot play offline (you absolutely can!), however if you try to execute the QuestsMaster.exe file standalone without Steam being open in the background (having Steam offline still works fine too), the game will shut down after the splash screen.

I'm honestly not sure how bad of an issue piracy is with Quest Master, but I figured I'd might as well add it.


[h2]Last Week Of The Halloween Event[/h2]

A friendly reminder that the Halloween Event ends on November 29th, so if you haven't grabbed the exclusive goodies yet, make sure to do so before the time runs out!

Update Delayed Until Tomorrow -- Feeling Really Sick

Hey guys!

Just a quick notice that I'm delaying the update until tomorrow. I'm feeling really sick out of the sudden, could have been the cold (I tend to never dress well enough for it lol), but I'm getting to bed early today in hopes of feeling better tomorrow.

I'd prefer to stay on sight when the update drops, as it's arguably the biggest weekly update mechanically speaking so far.

Hope everyone is looking forward to it!

- Julian

Version 0.9.5 Launches Onto Early Access

[h2]The Daily Dungeon[/h2]

Many of you probably know of the Featured Dungeons system.
Unfortunately, maintaining it is too much of a time investment for me, so I decided to implement a new type of community spotlight - the Daily Dungeon!


[h3]The Daily What?[/h3]

Each day, a new creator is chosen to have one of their dungeons be featured on the latest Daily Dungeon Board outside the workshop!



Being featured as the Daily Dungeon is also rewarded with a new badge!

We also made the change to remove the silhouettes of badges that you have not claimed yet, as several people have expressed distaste for fear of missing out in relation to badges that are no longer claimable, like the Demo badge.


[h2]Spectral Fire Bars[/h2]

This new variation of the fire bar will reveal invisible objects in its light radius.




[h2]Metal Fire Bars[/h2]

This new variation of the fire bar is substantial and does not deal damage. Instead, it pushes objects away!




[h2]Elevating Bats[/h2]

You can now make bats elevated, requiring you to jump to reach them!




[h2]Steam Cloud Now Synchronizes Your Created Dungeons[/h2]

As some of you might remember, we tried to implement a custom cloud system using mod.io because Steam Cloud refused to synchronize the dungeons that you make.

Unfortunately, after many weeks of tweaking it, we abandoned the idea because it didn't turn out well enough for our liking and always had residual issues.

Randomly, I tried configuring Steam Cloud to synchronize created dungeons again—and this time, it worked! I have no idea why since the configuration is exactly the same as last time. So, I assume Steam fixed an internal bug that prevented it before.

Your created dungeons now synchronize using Steam Cloud, so you can switch between PC and Steam Deck seamlessly and continue building your dungeons!


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

This week's update was a bit smaller since we are hard at work on next week's update. And no, it won't be the next major update just yet. But we have something handy planned that you will enjoy immensely!

Have a friend interested in Quest Master? You can save 10% on the Quest Master x Super Dungeon Maker Bundle!

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

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

As a reminder, the Halloween Limited Timed Event is active until November 30th, so you have half of a month to unlock the limited-time exclusive rewards in Quest Master!

Cheers!

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!