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[CM Note] Super trendy hat in the nearby towns

Dev Blog #3

Hello Stalkers!
We want to share some information about what is happening behind the scenes here on the Dungeon Stalkers Team!

Today’s topic focuses on the core of Dungeon Stalkers’ combat: a revamp of the skill system and a redesign of ultimate abilities.

And for the first time ever, get a sneak peek at our brand-new Stalker, ‘Lián’.


[h2]Reconstruction of the Skill System[/h2]
"To enhance clarity and ensure diversity, we’re introducing fixed skill slots alongside a Perk system to improve both efficiency and balance."

Dungeon Stalkers’ previous skill system provided a wide range of abilities for each character, offering players the freedom to tailor gameplay to their preferences. However, we found that a small selection of highly efficient skills dominated usage, disrupting the intended balance between characters.

To address this, we plan to implement a fixed skill slot system based on order or placement. This simplification is expected to make communication and discussions among players more straightforward and intuitive.

The previous free placement system will be replaced with a fixed slot structure, as shown below:

*Skill names are based on the development version and are subject to change in the future.


To address the issue of reduced diversity in skill setups, we plan to complement it through the diversification of the Perk system. We will discuss the changes to the Perk system in more detail in a future update.


[h2]Ultimate Abilities Reflecting the Stalker’s Identity[/h2]
"We’re revamping ultimates to align with each Stalker’s role and class, offering fresh changes to the gameplay experience."

During previous tests, we received significant feedback regarding the ultimate system, with two key issues highlighted:
  • All Stalkers used ultimates in the same way (breaking a Mana Stone to activate effects for a limited time).
  • The long activation time for ultimates made them difficult to use in high-pressure combat situations.

To address these concerns, the development team has decided to redesign the ultimate abilities to
match each Stalker’s role and class. Here are a couple of examples of the revamped ultimates:

  • Rio: As a rogue-type Stalker, Rio’s ultimate will enhance stealth and tracking abilities while dealing significant damage to enemies in a limited area from behind.
*Skill names are based on the development version and are subject to change in the future.


Beside this, we plan to carefully review each Stalker’s ultimate ability and assign new skills that align with the concept of their respective class.

However, if the existing ultimate abilities are suitable for the concept, they will be retained, and the ultimate casting delay when breaking a Mana Stone will be significantly reduced for all classes.


[h2]Eighth Lotus ‘Lián’[/h2]

"A mysterious archer stepping into an unfamiliar world to complete her trial of enlightenment."

Lián is a young woman from a distant land, hailing from deep within the mountains of a faraway continent. As a disciple on the path of harmony, she was granted the name of the mystical lotus by her master. Her final trial is to retrieve the "Moonlight Lotus," hidden within a dungeon created amidst the chaos of two warring nations.

Although she knows little of the world or the "Moonlight Lotus," Lián understands that this journey is essential to completing her enlightenment. Every challenge she faces in this harsh world will deepen her understanding of herself, her abilities, and her purpose, guiding her toward true wisdom and strengthening her resolve.

No matter what she witnesses or loses…

Lián is a skilled archer who excels in combining archery with mystical techniques and martial arts honed through her training. These abilities make her archery skills even more formidable and unique.

*This image is a work in progress and may be subject to change in the future


That’s all for today’s Dev Blog.

Every piece of feedback and each question from our Stalkers is incredibly valuable to us. If you share your thoughts on Discord and the Steam community, we will continue to improve the game in return.

Next, we will conclude with answers to some of the questions we’ve received from the community.


[h2]l Q&A Corner[/h2]

Q. Is Rank Mode similar to the previous PvEvP mode, as explained in Dev Blog Episode 2? Or are there additional differences from the existing PvEvP mode?

Originally posted by author

A. To clarify the differences between the previous PvEvP mode and Rank mode, based on our current version we have, it works as follows:
  • The artificial activity range limitation through the Crimson Veil is removed.
  • All exploration elements are revealed on the map from the start. (The escape portal will be shown from the moment it is generated.)
  • In Rank mode, Stalkers can acquire the highest tier items in the game, and the overall item drop rate will be higher than in regular adventure modes.

As mentioned in Dev Blog Episode 2, Rank mode will feature slightly tougher enemies and field bosses, and there will be a risk of losing a significant amount, including equipped items, upon death, which remains the same as before.


Q. Will the Witch’s Call system continue even after the Crimson Veil is removed?

Originally posted by author
A. The Crimson Veil will not completely disappear. All dungeons will only remain active for a certain period, and just before the dungeon disappears, the final Crimson Veil will trigger once, closing the dungeon.

As a result, the Witch’s Call system will be removed. Before the dungeon completely closes, stalkers can choose to battle powerful bosses via the escape portal, fixed escape points, or boss portals marked on the map.


Q. Is Dungeon Stalkers being developed with the goal of being accessible and not hardcore, aiming for a PvPvE + extraction shooter game?

Originally posted by author
A. Yes, that’s correct. Currently, the extraction genre is considered to be ‘hardcore’ and difficult. Our development team firmly believes that Dungeons Stalkers can be an extraction game that anyone can enjoy, and we will continue to do our best to ensure that the game becomes accessible and appealing to a wide range of players.


Q. Why did you decide to develop the game in third person perspective instead of the common first person perspective used in other extractions shooter games? Is it to emphasize differentiation and character identity? Also, are there plans to offer both first person and third person modes in the future, considering different player preferences?

Originally posted by author
A. When developing Dungeon Stalkers, the most important thing we focused on was introducing Stalkers with diverse backgrounds and concepts, offering players a variety of satisfaction.

Our development team values seeing our character’s appearance and actions within the game, which naturally led us to choose the third person perspective.

While we are not currently considering a first person perspective mode, if many stalkers request it after launch, we will carefully consider it.


Q. Q5. In the previous tests, there were various different pathways through the dungeon, but certain areas always seem to be in the same location (for example, Goblin Mines being in the center of the map). Are there plans to have these areas randomly placed too, which will help keep the game fresh and fun?

Originally posted by author
A. We would love to provide dungeons with more diver exploration elements.
However, simply placing the same exploration elements in different locations may not be enough to bring the level of excitement we want.

Ultimately, we plan to increase elements like the ‘Goblin Mine’ and ‘Catacomb’ for more exploration and challenges, and we also aim to introduce dungeons with different themes, moving beyond the current prison dungeon theme.

APT! APT!

Dev Blog #2

Hello Stalkers!

Here we are with our second Dev Blog.

In this update, we’re excited to share improvements designed to make it easier for players new to the extraction genre to enjoy and adapt to the game, as well as enhancements to the “Rank Match” mode to maintain a high level of intensity that even experienced Stalkers will appreciate. We’ll also dive into some changes aimed at boosting the fun of dungeon exploration.

Additionally, we would like to thank you for the love and interest you’ve shown toward our new character “Shinobu”, which we introduced in the first Dev Blog.

We’re also preparing to introduce more new Stalkers set to join the dungeons soon, so please stay tuned.



[h2]Extraction Light?[/h2]
“Keeping the thrill of the extraction genre while lowering the barrier to entry by reducing the risk of loss, making it more accessible to a wider audience.”


The extraction Genre has gained popularity for its intense tension, immersion, and elements of cooperation and competition. However, we have been concerned that it may be difficult to appeal to a broader audience, since there is a high entry barrier, due to the fear of losing the results of your invested time in the game.


“Is there a way to reduce the feeling of loss while preserving the strengths of the game?”


After much internal discussion, we decided to test a system where, instead of losing everything upon failure to escape, only the items you carry in your bag are lost. This system allowed us to maintain an appropriate level of tension while reducing the overall burden, leading to a more enjoyable gameplay experience.

We have named this system “Extraction Light” and will be applying it to quick matches and adventure mode (Co-op). We believe this aligns with our goal of popularizing the dungeon fantasy extraction genre that Dungeon Stalkers strives for, and we are confident it will bring great satisfaction to our Stalkers.


[h2]Returning to the Essence of the Dungeon Crawler Genre[/h2]
“To preserve the fun of dungeon exploration, we have removed the “Crimson Veil” system and will provide exploration information on the minimap to enable various strategic players.”


Dungeon Stalkers is, at its core, a fantasy dungeon crawler within the extraction genre, with dungeon exploration as a primary focus.

However, we concluded that the existing “Crimson Veil” system, inspired by battle royale mechanics, detracted from the exploration experience. After much thought and discussion, we decided to remove the “Crimson Veil”.

Now, players can enter dungeons with their party members and strategize around objectives like escape, looting, and boss hunting. To support this, we’ll be displaying essential exploration information on the map, allowing for more strategic and immersive gameplay.

*This image is a work in progress and may be subject to change in the future.

We’re working hard to bring you an even richer dungeon experience, with new elements that offer diverse exploration and thrilling challenges. Stay tuned for the exciting changes coming your way!


[h2The Reason for Keeping Ranked Mode Separate[/h2]
“We aim to preserve the unique tension and immersion that only this genre can offer. In Ranked Matches, you can earn the highest tier items, honor, differentiated rewards, and have the opportunity to challenge powerful seasonal bosses.”


Ranked matches, where everything is at risk upon failure, are designed for those who crave extreme tension, the thrill of farming, and honor.

It’s a mode for the most daring Stalkers. Through Ranked Matches, you can achieve seasonal rankings and ratings, and challenge yourself to climb the leaderboards. The most courageous and honorable Stalkers will be rewarded with titles, ranking rewards, and various other prizes after the season ends.


“But, there should be more reasons to take on the risk in Ranked Matches beyond just honor and small rewards, right?”


As the stakes are higher, the highest tier legendary items in Dungeon Stalkers can only drop in Ranked Matches. These items will have noticeably superior stats and unique options compared to lower tier items. For example, equipment with exciting effects like those below will be available.

Of course there will be even more diverse and interesting effects to discover than the sample items shown in the image.


*Stormbringer / Fury of Storm :Summon a lightning bolt on attack hit, dealing 33 Lightning damage to the target area. *Heartseeker / Seeker’s Tooth : Shoot 2 additional arrows, Each additional arrow deals 25% physical damage.

*This image is a work in progress and may be subject to change in the future

Powerful Legendary items are tied to the right to challenge the formidable ‘Season Boss’. We will dive into more details about the Season boss in a future update.


That’s all for today’s news.

As always, your feedback and questions via Discord, Steam Community, or other channels are a huge help to us.

To wrap up, we’ll answer some questions that you’ve shared through our official Discord.


[h2]l Q&A Corner[/h2]

Q. Will there be any additional monetization models beyond what was previously mentioned (Battle Pass, Emotes, Costume…)? Is there still no plan for Pay to Win elements?
Originally posted by author
A. We have not finalized the detailed monetization play yet. However, the two main principles will remain unchanged. The game will be Free to Play, and there will not be a Pay to Win element. These principles are not up for modification.


Q. Are there any plans to add a 2 player mode in the future?
Originally posted by author
A. Once we are able to provide maps of various sizes, we’ll consider adding a 2 player (Duo) mode. This will likely be after the Early Access release and in a future season.


Q. Will there be other characters released or announced besides the ones already shown?
Originally posted by author
A. As mentioned earlier, we are considering giving you a little hint about upcoming characters in the next developer’s note. Stay tuned! 😊


Q. I want to see Shinobu’s face without her mask! Will you reveal it?
Originally posted by author
A. We will discuss this with the concept and modeling teams. I know she is quite a mysterious character with that awesome mask, but we will definitely consider how to reveal it properly. We will think of something!


Q. Are there any plans to improve character animations, specifically making the bust physics more natural and lifelike?
Originally posted by author
A. As mentioned in the announcement after the third test, character animations will continue to be improved. Instead of focusing on a single area, we will aim to make all the animations smoother, cooler, and more natural overall!


Q. Are there any plans for modern-style costumes, or anything to further emphasize the appeal of character appearances?
Originally posted by author
A. We’re currently preparing a variety of costumes for each Stalker, designed to highlight different aspects of their unique traits and offer a fresh appeal distinct from their default skins. We’re also working on seasonal costumes that follow specific themes. When the time is right, we’ll share a sneak peek of some of these upcoming costumes!

Notice of Operation Policy Revision

Hello Stalkers,

The Operation policy of Dungeon Stalkers will be revised starting from December 11. 2024.
For more details, please check below.

[h3]■ Notice of Operation Policy Revision[/h3]
1. Implementation Schedule
- Revision Date : December 11. 2024.

2. Purpose of Revision
- Addition of warnings regarding violations of usage restrictions and changes to wording
- Addition of sections on ‘Abuse of payment, cancellation, and refund process’ and ‘Account Sharing and Proxy Gaming’

3. Detailed Revision Information

4. Objections and Inquiries
If you do not express your agreement or refusal by the effective date of the operational policy revision,
December 11, 2024, you will be considered to have agreed to the revised policy.
If you do not agree with the revised policy, you may request to withdraw from the game service.
For Inquiries or objections regarding the revised policy,
please contact us at [email protected]


Thank you