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Hunchback's Dungeon News

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!

December Dev Diary

Hello everyone!

For the past few months I've been working hard on changing Hunchback's Dungeon and adding a lot of new features. The feedback I received from all of you during October Next Fest of the Demo helped me a lot. Thanks to you, I identified issues with the game that needed fixing. I also took some time to lay out a vision of development roadmap for months ahead. In this dev diary I'll briefly discuss some of the new things that are coming to the game. Hope you'll like them!

[h2]New Features[/h2]

[h3]Chest Drops[/h3]
One of the new cool features is chest drops. Previously, loot goblins would drop 10 coins. Now, they have a guarantee chest drop. Inside the chest will be a random item that you can equip or sell. Standard enemies can also drop chests, but it's relatively rare.



[h3]New Stats[/h3]
At the start of Early Access, there will be a few new stats. For now, these include income, reputation, luck, gods favor, and summoning. I don't want to spoil their effects, so I'll show you only one for now.

Also, some stats may have different effects when below zero. For example, regeneration will give you health every few seconds when positive and damage you every few seconds when negative. These variations will allow for more possibilities during a run.



[h3]Spell Sets[/h3]

I didn't have enough time to add this to the Demo before Next Fest, but here it is now. There will be around 10 sets of spells, each with different effects. Some spells will have two sets, so finding the right ones to activate set bonuses will be crucial. Of course, you don't have to worry about set bonuses if you're too powerful.



[h3]New Spells[/h3]

Do you like summoning? Some of the new spells will be dedicated strictly to summoning. One will summon a standard "cannon fodder" orc minion. Another one is an orc assassin, fast and deadly, but you can have fewer of them. Another one will shoot a crossbow at enemies.

Here's a little sneak peak of what it looks like.



Oh, and summoned minions will draw aggro away from you.

[h3]New Meta Progression[/h3]

This one is still a work in progress, and it will probably take more time for me to fully implement. After finishing a run, you'll earn exp, which will grant you new things - items, spells, and characters.



There's a lot more stuff I want to talk about, but it will have to wait for the next dev diary. I'll write another one soon, announcing the Early Access release date with some exciting news!

Thanks for reading, love you!

Demo Patch 10/10/2023

A small music and accessibility demo patch.

[Accessibility]
  • Added 'screen shake' disable button in options
  • Added 'UI shake' disable button in options


[Music]
  • Added 2 new tracks, so that listening to one track will not be a problem now!


Have a great day!

Demo Patch 09/10/2023

I'll be optimizing the game a bit more, so that many more players can try the game. Expect a series of patches.

[Optimization]
  • Lights don't cause lags now.
  • Enemies are a bit more optimized for the moment, I'm working on doing much more in the coming days.
  • Max 80 enemies on the screen.


[Items]
  • Fixed some items descriptions


[Balancing]
  • Made potions a little bit more frequent, buy 'Potions Galore'!

Hunchback's Dungeon DEMO - Live Developer Q&A

I'll tell you more about the future of the game and answer all your questions while playing Hunchback's Dungeon Demo.