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Dungeon Tycoon News

Dev Diary #3 - Hero Groups, New Content, and End-Game

Hello, dungeon builders! It’s been a while since our last update, but we’ve been hard at work adding new features and improvements. Here’s a glimpse at what we’ve been up to:

Hero Groups

We’ve introduced the ability for your visitors to form parties and take on mightier monsters together! Grouping is a crucial tool for heroes to defeat high-level monsters and bosses. After all, what good is a cool skeleton boss if no one can ever defeat it?

Setting up hero groups is straightforward: simply research “Grouping Tables.” These tables serve as meeting points where heroes can rest, bond, and possibly form new parties.



With this new mechanic, dungeon building becomes even more dynamic. Consider researching tavern props and building a tavern inside your dungeon for that extra touch!



Energy System

Heroes now have energy meters that deplete with each action they take. Exhausted heroes will prioritize exiting your dungeon. To counter this, you can construct camping spots and energy potion dispensers to help heroes recharge.



New Research Perks

We’re expanding our research atlas with new perks that add depth and strategy to gameplay. Here’s a preview of some perks we’ve implemented:

Boss Door: Unlocks a door only openable by a party.
Elite Monsters: Increases the chance of spawning an elite version of a monster.
Smithing Station: Adds a vendor where heroes can enhance their abilities permanently.


Queue System

Visitors now exhibit more polite behavior. If they notice an object is in use, they’ll queue up to wait their turn.



Legendary Heroes

Designed as end-game content, legendary heroes bring unique challenges and exceptional rewards. These special visitors will evaluate your dungeon’s standards before they visit. Meeting their high expectations will earn you substantial rewards, including unique buildable objects with magical properties.



Stay tuned for more updates!
- Dungeon Tycoon dev team.

New demo update and publishing!

The Goblinz Publishing team is excited to bring you some thrilling news! We're delighted to announce that we are partnering with Lunheim Studios, the talented developers behind Dungeon Tycoon, to take the game to the next level! We can't wait to share more news about our plans, but in the meantime, please enjoy the latest version of the demo - available now!

https://store.steampowered.com/app/2400770/Dungeon_Tycoon/

[h3]FULL PATCH NOTES:[/h3]

Major Content

-Added new monsters.
-Added new buildable objects.
-Added new quest rewards.
-Added new research perks.
-Added a new class: The Wizard!
-Added ranged attacks for heroes.
-Added the loot goblin event.
-Made rooms inspectable.
-Room floors and walls can now be customized.
-Rooms can now be deleted.
-Hero AI has been completely reworked to allow for more natural decision making.
-Added item inspection panel to the build menu to show descriptions about the objects.
-Added a graph chart on the finances panel.

Other Changes

-Deleting objects now refund money.
-Added tooltips.
-Added more rooms stats.
-Respawn pedestal now has a set amount of charges.
-Every hero now can give only one soul.
-Heroes can now be marked to follow them easier.
-Improved in-game camera.
-Switched to an improved input system.
-Improved scene lighting.
-Rebalanced some objects.
-Monsters now glow when they are max level.
-Overall performance has been improved.
-New icons for research perks.
-Everything is made easier to click and selects with larger hitboxes.
-New hero positioning system to make sure they don't overlap during fights.
-Added "View Monster" button to spawners.
-Visual UI improvements.
-Outline system for selections.
-Double door support.
-New hero gear.
-Right clicking now closes any open panel.
-Fights are made smoother.
-Doors now can be rotated.
-Log system.
-Ability to zoom in/out on the research panel.
-Totems now keep casting buffs as long as the heroes stay inside.
-1,2,3 and space keys for time controls.
-Improved the majority of the VFX.
-Lots of small QoL changes.

Bug Fixes

-Fixed UI issues.
-Fixed potion dispenser bugs.
-Fixed heroes not facing the enemies.
-Fixed various bugs with the build system.
-Fixed flashing lights on torches.
-Fixed object options offset issues.
-Fixed floating texts not being positioned correctly.
-Fixed game-breaking bugs with the summoning system.
-Fixed enemies escaping rooms.
-Fixed monster spawn rates.

Known Issues

-You can buy three monsters at the beginning, and then you have no gold and can't continue. If this happens to you, we invite you to start a new game.

For any questions or feedback, feel free to join the Lunheim Studios' Discord server. We're expecting many of you there!

Have fun!

Dev Diary #2 - New AI, Classes, Monsters, and Future Plans

[h3]Hello Dungeon Masters![/h3]

Ever since we released our public demo, over 4,500 of you have played it! The amount of support we received is incredible and we can't wait to show you more of what's to come.

[h2]New AI[/h2]
We've completely overhauled our AI system! Introducing the new GOAP (Goal-Oriented Action Planning) style AI – it's not just more efficient, but it brings human-like adaptability to our game. Expect smarter decisions, more dynamic interactions, and an AI that's a breeze to expand and evolve.

In our internal tests, we managed to get unexpectedly high FPS counts even during our stress tests of over 100 heroes on the scene.



[h2]Classes[/h2]
By launch, Dungeon Tycoon will feature four unique classes – Warrior, Mage, Ranger, and Rogue. Each with its own set of skills and stats, perfectly complementing our revamped AI. Imagine warriors bravely tanking damage, mages weaving healing spells, and rangers dealing deadly blows. Plus, we're working on a new grouping behavior. Heroes will soon be able to form parties, strategizing and combining their strengths to face the strongest foes your dungeon has to offer.



[h2]New Monsters[/h2]
We've been busy in the monster lab! Check out these incredible new additions to our bestiary:

And drumroll, please... Meet our first boss, the fearsome Skeleton King!



Our monsters are leveling up too – with about 10 unique skills planned for the next demo, expect more than just basic attacks. Each monster will have its unique strategic flair, changing the way you tackle each encounter.

[h2]Demo Update![/h2]
The demo will be updated soon as well! Even though it will not feature everything we mentioned in this dev diary, it will still be a really significant update. We'll try to polish and squeeze in as much content as we can without keeping you all waiting forever.

[h2]The Road Ahead[/h2]
We're committed to deepening the gameplay with new systems, quality-of-life improvements, exciting objects, and thrilling events (beware the loot goblins!) .

Stay tuned for more in our next dev diary. Your support and feedback are the keystones of our dungeon, and we're always eager to hear your thoughts. Together, we're crafting an unforgettable adventure.

Keep exploring, and may your dungeons be ever prosperous!

With gratitude,
The Dungeon Tycoon Dev Team

Dungeon Tycoon Demo Retrospective

To our incredible Dungeon Tycoon community,



Thank you so much for this incredible Next Fest, it has been truly incredible to have so many people try out our demo and show enthusiasm for it. This retrospective is born out of the incredible amount of feedback you have provided.

[h2]Results of the Feedback Survey[/h2]

80 people were also kind enough to fill in our feedback survey. Here are the results:

  • More than 80% absolutely loved the demo. Only about 2% had a bad time playing it.
  • Around 89% thought the game was easy to understand.
  • Some 6% didn't like how the game looked. Ouch.
  • More than 85% thought the game was easy.


[h2]Key Concerns & Our Learnings[/h2]

From the myriad of feedback received, some recurring themes emerged:
  • Longer Tutorial: We realized the importance of guiding our players more thoroughly in the early game.
  • Wall Visibility: Introducing options to minimize or hide walls for an optimized visual experience.
  • Hotkeys: Enhancing gameplay efficiency.
  • Camera: Making the camera usage more enjoyable.
  • Bugs and Behavior: Addressing glitches that affected gameplay, from major issues to the amusing 'negative visitor amount' anomaly we encountered.


[h2]Demo By The Numbers (As of 16/10/2023)[/h2]
Your enthusiasm was evident:
  • Amount of people that claimed the demo: 7,161
  • Amount of people that played the demo: 2,658
  • New wishlists: circa 2,500
  • Average time played: 54 minutes
  • Median time played: 30 minutes




[h2]The Road Ahead for Dungeon Tycoon[/h2]

Realm System: We're in the midst of designing a captivating realm system, where mobs are summoned from various thematic worlds. Whether it's the searing heat or the chilling cold, each realm will immerse you in its unique ambiance, bringing with it creatures that perfectly encapsulate its essence.

Code Cleanup: Game development can be a messy affair, especially when the clock's ticking. We’re taking a step back to tidy up our codebase and reevaluate some of those midnight-oil design decisions.

AI Overhaul: NPCs are about to get a whole lot smarter and more interactive. Want the details? Keep an eye out for an in-depth devlog coming your way soon!

Deepening the Lore: As a tight-knit team of three, every coffee-fueled brainstorming session counts. We're not just coders and designers; we're storytellers. And we're hard at work weaving intricate tales and histories that will breathe even more life into the world of Dungeon Tycoon.

Mapping Out Adventures: Exploring new terrains? Absolutely on the cards! We're brainstorming on diverse maps to elevate your gameplay experience.


[h2]Behind The Scenes: Our Game Dev Journey[/h2]
Creating a game feels like navigating a maze sometimes—exciting paths, unexpected dead-ends, and eureka moments. To our fellow devs, you know the drill: that balance between experimentation and execution is always a thrilling challenge. And to our players, it's about turning those trials into a fun, engaging experience for you. We've been playing with ideas, sometimes scrapping them, other times refining them. Some of our behind-the-scenes antics might give you a chuckle! But it’s all in the spirit of crafting something memorable. Your patience and passion fuel our journey, and together, we're shaping the world of Dungeon Tycoon into a thrilling odyssey.

Here are some images of our journey developing DT:


Crawler was born!


The hero and the crawler art test


Grid system, item placing


Room detection and darkening shader


Initial game design idea


New look, new VFX

...and the game today:
(Courtesy of our players on Discord)

[h2]Closing Words[/h2]

As we draw this retrospective to a close, it's hard not to be overwhelmed by the weight of the journey we've undertaken. Those initial moments, filled with simple joys like successfully placing walls in a line on our laptops, now seem both distant and deeply cherished. From humble beginnings to the burgeoning community around Dungeon Tycoon, the progression has been nothing short of magical.

Yet, as significant as this journey has been, we are acutely aware that an even grander adventure lies ahead. With the foundation we've built and the support of a community as passionate as you, the horizon is bright with promises and potential.

In closing, let us reiterate a sentiment that can't be stressed enough: thank you. Your encouragement, feedback, and sheer enthusiasm are the winds in our sails, the fire in our forge. Here's to the roads we've traveled, the dungeons we've delved into, and the vast landscapes yet to be explored.

With profound gratitude and anticipation for the future,
The Dungeon Tycoon Team.


No Commentary Livestream (Replay)

Watch the replay of the no-commentary livestream of the Dungeon Tycoon Demo!