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Hunchback's Dungeon News

Hunchback's Dungeon – Update 1 – Out now!

Greetings!

The first update is here and I hope you'll like it!




Full Update 1 notes


[New things!]
  • NEW - Full Controller Support
  • NEW - Steam Deck Support
  • NEW - Full Shop UI Rework (less mess, some additional helpful info)
  • NEW - The Deal (be sure to buy this "free" item!!)
  • NEW - Looping
  • NEW - Looping Deals
  • NEW - Player's mini health bar
  • NEW - Spell - Midas
  • NEW - Spell - Ka Boom
  • NEW - Spell - Seeker Arrow
  • NEW - Traps (community suggestion)
  • NEW - Full knockback rework
  • NEW - Coin Types (1x,2x,5x)
  • NEW - Restart button (community suggestion)
  • NEW - Added missing Tier IV on some spells (community suggestion)
[Changes]
  • CHANGE - Elemental damage -> Elemental magic (community suggestion)
  • CHANGE - Esoteric damage -> Sacred magic (community suggestion)
  • CHANGE - Energy damage -> Force magic (community suggestion)
  • CHANGE - Summoning damage -> Profane magic (community suggestion)
  • CHANGE - Summoning damage -> Profane magic (community suggestion)
  • CHANGE - Better tooltips positioning (community suggestion)
  • CHANGE - Tooltips will fade in now, instead of instantly appearing
  • CHANGE - Most of sounds are now 8-bit, still looking for some new ones
  • CHANGE - Player movement is more responsive (community suggestion)
  • CHANGE - Damage dealt per spell in death screen is now sorted from highest to lowest (community suggestion)
  • CHANGE - You can now navigate damage dealt in death screen (community suggestion)
  • CHANGE - More readable damage text on spells
  • CHANGE - Spearman's spear is now glowing to indicate that it can hurt you
[Balancing]
  • BALANCE - Buffed a few characters
  • BALANCE - Buffed all Basic spells
  • BALANCE - Buffed all Summoning spells
  • BALANCE - Reduced cost of Tier I Basic spells (community suggestion)
  • BALANCE - Reduced Area Spells damage a little
  • BALANCE - Reduced health and speed of Vikings
  • BALANCE - Rebalanced a few items effects
  • BALANCE - Reduced damage and attack speed of Archers Crossbowmen, Red Slimes & Trumpet Skeletons
[Removed]
  • REMOVED - accuracy was fully removed from stats. Now all spells are 100% accurate and some even gained homing! This stat was just annoying, you don't want your spells to miss more than they should.
[Fixes]
  • FIXED - No enemies on wave 3 (community bug report!)
  • FIXED - Hulking mass spawning on easier difficulties for some reason (community bug report!)
  • FIXED - Missing text on a few buttons
  • FIXED - Missing font issue
  • FIXED - Milestone rewards not unlocking (community bug report!)
  • FIXED - Missing spells (community bug report!)
  • FIXED - Tooltips overlapping (community bug report!)
  • FIXED - No particles on certain spells
  • FIXED - Negative items cost
  • FIXED - Summons getting stuck (community bug report!)
  • FIXED - Beams damaging enemies when not casting (community bug report!)
  • FIXED - Tooltips displaying negative description, when having positive number
  • FIXED - Explosions not dealing critical strikes
  • FIXED - Explosions not expanding
  • FIXED - Achievements not disappearing from in-game after starting a new run (community bug report!)
  • FIXED - Stats not disappearing between runs (community bug report!)
  • & other minor fixes




If you have any ideas, suggestions or bugs to report - join us on Discord and tell me all about it! :D

Patryk

2024 Roadmap & Upcoming Updates

Greeting!

Early Access Launch


It's been a month since the Early Access release and it's been great so far. Tons of comments and feedback from players. Took some time to process of that so that I can make a list of things to fix and add.

There were some things that I missed when launching the game - a few spells were were massively underdeveloped, milestone would not always unlock the reward and a few other things. Most of them I already fixed in the upcoming update.

Update 1, when?

It will go live on 9th of May (2024 of course).

What have I been cooking:
  • NEW - Full Controller Support
  • NEW - Full Shop UI Rework
  • NEW - New Feature - Looping?
  • NEW - Traps
  • NEW - Additional Coin Types
  • NEW - New Spells
  • NEW - New Items
  • Tons of fixes
  • Better optimization
  • Tons of QoL changes
  • & more


I'll post a full list of changes in the Update Patch Notes.

Roadmap for 2024


Note that this roadmap will change along the way, but that's the general idea.



Be sure to join us on Discord! It's the best place to leave feedback and to just talk about ideas and upcoming things.



Patryk

Hunchback's Dungeon is out now!

[previewyoutube][/previewyoutube]

Hello!

Hunchback's Dungeon is now available to buy and play!

For the past few months I've been working hard to deliver a good game that can provide you some fun time. It's still early Early Access, but there's already a good amount of content allowing a lot of replayability!

Right now the content consists of:
  • 27 spells, most of them with 4 levels of upgrading,
  • 12 characters, each one with different stats and modifications
  • 3 difficulty levels, each one with more effects and each one being more challenging
  • 25 quests and 25 Steam achievements
  • 20+ milestone rewards
  • 77 items (around 40 of them you'll unlock by completing quests and milestones)
  • 16 enemy types, each one with different movement pattern and attack style


https://store.steampowered.com/app/2369520/Hunchbacks_Dungeon/

In the following few weeks I'll be working on optimizing and polishing the game even more, adding spells and other bits of content that didn't make it for one reason or another, balancing, and boosting the FUN factor. After that, I'll begin working on the first Expansion Update - Deserts of Madness, which will be massive, but I'll talk about it more in the next blog post.


I want to thank the people at Digerati, which are helping me with testing, marketing, Discord management, playtests and other stuff (Thank you Matt & Trey)! ːreheartː

You can contribute to Hunchback's Dungeon development on our Discord. If you encounter any bugs, glitches, errors or lags let me know! I'm also really open to exploring cool ideas, so if you have one you'd like to see in the game, don't be shy. Just post it and if it fits, it sits! ːeyeːːeyeː



Other than that I just want to say that making this game has been and still is, quite a journey. Originally I wouldn't even imagine I would be making something for over two years. The process itself is really the most fulfilling thing in all my life. I love making games and would never trade it for anything else.

Patryk

Playtest is live!

Hello there,

You can participate the playtest and help me improve the game! Simply go to Hunchback's Dungeon store page and press "Request Access" and you'll be in the waiting line.



If you want to playtest the game faster, you can join the Discord server and we'll send you the key personally.

Hunchback's Dungeon Discord

What is the goal of this playtest?
  • Tell us how was your run. Was it fun, boring, too long?
  • Did progression feel right - were you overpowered or underpowered all the time.
  • Is the game too hard or too easy?
  • Did you encounter any bugs or lags?


The playtest is up until next Friday, 23rd February.

Have fun!
Patryk

January Dev Diary

Hello everyone!

I've been working hard on making sure all of the features work as intended and that the game itself is fun to play. Pretty big changes were made, a lot of cool new items are being added to the game, new spells, new characters, new enemies and new difficulties.

[h3]Playtest[/h3]

First of all I want to mention that a playtest is coming in a few days. I'll make a separate post about it on Steam and I'll post about it also on X. You're feedback is really valuable to me, making this game the most fun that it can be is a real priority for me. If you're interested in playtesting the game and/or giving me feedback you can join my official Discord!

Join Hunchback's Dungeon Discord here!

[h3]One Spell Four Times[/h3]

Previously you could equip only four unique spells, now you can equip spells however you want. Also having few instances of the same spell still counts to spell sets.



[h3]New Enemies[/h3]

I added a few new cool enemies to the game. Some of them will really make you question your build decisions, others will not bother you too much, but each and every one of them have unique set of abilities and will try to stop you.



[h3]New Items[/h3]

In the Demo version there was around 30-40 items. Now there are around 80 and a lot of the new items have unique effects that are not only giving you flat stat bonuses, but add chains of triggers that will change the dynamic of the game a bit. One item effect can trigger another and so on.



[h3]Waves and Difficulties[/h3]

In total there were 13 waves in the game. I added 7 more waves and reworked all of them, so that not even one wave is the same. There is not even one wave that has the same enemy spawns, all of them change, some enemies will spawn for a while, then appear later and some of them disappear completely later in the game. This aims to make the game more dynamic and it helps me as a developer to insert new enemies in the future.

[h3]Other[/h3]

I made a lot of QoL changes to the game, UI looks nicer, character selection screen is completely reworked, quests work differently, player's movement is a bit more firm, enemies and summons don't get stuck on the walls, a lot of optimization work, and a lot more stuff.

Thank you for taking the time to read this post!