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Dark fantasy sword-heisting sim Dungeonborne gets early access launch date


Mithril Interactive have announced that their (deep, rasping breath) first-person player-versus-player-versus-enemy dungeon crawler extraction sim (FPPvPvEDCES) Dungeonborne will launch into early access on Thursday July 18th. Here are some more intuitive, albeit no more elegant, ways of summarising what you do in Dungeonborne than "FPPvPvEDCES": sword go clang, goblin go eek, treasure chest go jingle-jangle, other player go stab-in-the-back.

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Multiplayer extraction RPG Dungeonborne gets early access release date

I've always been partial to a dungeon crawler. From games like Akalabeth and Eye of the Beholder to more modern types like Legend of Grimrock and the abstract Dungeon Encounters, grabbing a party and delving into unknown depths has always appealed. On the other end of the scale, extraction shooters like Escape from Tarkov have filled me with trepidation, so it's with a sense of excited curiosity I venture into the gloom with PvPvE games like Dark and Darker and now - Dungeonborne.


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Dungeonborne releases in Early Access on July 18th!

The Final Playtest has concluded, the servers have gone dark, and all progress has been wiped—thank you for participating!

With that, it's time to announce the big news:

Dungeonborne releases in Early Access on July 18th!


[h3]Watch the IGN Trailer Here- If you like it, leave a comment and give it a thumbs up!
[/h3]

[previewyoutube][/previewyoutube]
[h3]Follow and Wishlist the game to make sure you don't miss the launch. Pricing details will be revealed next week.[/h3]

https://store.steampowered.com/app/2448970/Dungeonborne/

We will be cooking hard over the next few days to focus on development and implement the changes mentioned in yesterday's post to ensure a smooth launch.

We're thrilled for the journey ahead, and we can't thank you enough for your passion, dedication, and support. Let's unite in this final push and bring Dungeonborne to new heights!

-Mithril

Playtest Patch Notes - July 11, 2024

Please be aware that server maintenance is scheduled from July 11, 2024 3:00 AM to 5:00 AM UTC.
As a result, matchmaking queues will be closed starting at 2:20 AM, 40 minutes prior to maintenance. Ongoing matches will not be affected.

[h3]Bug Fixes[/h3]
- Fixed an issue that could cause the game to crash

Thanks for playing, see you in the dungeons.

Final Playtest Wrap-Up and What's Coming Next

Adventurers,

First off, thank you so much for participating in our final playtest. Initially, we planned for the playtest to last 7-14 days. With the Early Access launch fast approaching and the wealth of constructive feedback and data we've gathered, we've seen promising results in core aspects of the game. We've also taken your valuable feedback to heart, identified areas for improvement, and are already working on addressing them. You can expect to see these changes reflected in the Early Access patch notes. To facilitate this process, the playtest will conclude on July 11 at 17:00 UTC (24 hours from now).

[h3]Dev Notes on Class Balance[/h3]
Throughout the playtest, we've been closely monitoring your feedback and suggestions on class balance. In addition to community feedback, we're using data analysis (such as extraction rates and K/D ratios) to guide our decisions. Balancing classes is a complex task, so we aim to make thoughtful and well-considered adjustments rather than rushing any changes. We recognize that the response to this round of balance changes has been slower, as we have been implementing a multi-skill system (see below). Some known class difficulties will be addressed by adding these new active skills and passives. Our current data also indicates that performance across all classes is relatively balanced in 3v3 matches, which is our primary focus for balance (see the graph below for details). However, we understand the importance of 1v1 balance and are committed to improving it as much as possible while preserving balance in 3v3 gameplay. Thank you for your continued patience and support.



[h3]By the Early Access launch, we will be implementing the following changes (among others):[/h3]

●More Skill Options for Classes
  • We plan to introduce new active skills for every class during Early Access. By the Early Access launch, you can expect new active skills to choose from for Fighter, Death Knight, Rogue, Cryomancer, and Priest
  • To accommodate the new active skill selection system, we made adjustments to several class passives
●Class Balance Adjustments
  • Swordmaster: Increased Psionic Blades' cooldown when only 1 or 2 swords are consumed. Psionic Blades also no longer restore life by default and will require the Healing Scabbard passive to restore life
  • Pyromancer: Added a casting interval to Pyroblast Stage 1 prevent rapid spamming. Adjusted a few passive skills, details coming soon
  • Rogue: Stealth will be fully invisible when you are far from the enemy
  • Druid: Significantly increased Panther form's basic attack damage
●Weapon Balance Adjustments
  • Sword and Shield: Increased the charge-up time for charged attacks
●Itemization Adjustments
  • Slightly increased the stat values of Magic equipment and further increased the stat values of Epic+ equipment
  • Lowered the activation threshold for most Set Affixes and enhanced the effects of Tier 3 Set Affixes
●The Mithril Order
  • Removed the respawn mechanic for Mithril Order characters
●PvE Improvements
●Matchmaking Lobby Improvements
●Client/Server Optimization and Bug Fixing
●New Server Region: South America


We believe this playtest has successfully achieved our key objectives: identifying areas that need improvement to ensure a smooth launch, giving you an opportunity to try out the game, and spreading the word. We are incredibly excited about the journey ahead. Stay tuned for our Early Access launch date announcement on July 12th! With your support, we're building Dungeonborne into the best extraction RPG out there. Let's keep this momentum going!

Onward and upward!

-Mithril