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Dev Blog #6

Hello Stalkers!
Thank you to all Stalkers for your continued interest in Dungeon Stalkers.
The development team is constantly working hard to improve the game and deliver an even better experience.


Today, we would like to share some of our recent discussions regarding the direction of seasonal and regular content, with a focus on content and system improvements.


Our primary goal is to ensure that regular content doesn't become too complex and burdensome for our Stalkers. We are also considering a permanent reward system that will provide meaningful incentives for consistent play, taking into account the game's seasonal reset structure.


We have decided to focus our regular content around three core themes: "Account Progression," "Build Customization," and "Equipment Growth," and are working diligently to bring these concepts to life.


We will continue to strive for continuous improvement and development to provide you with an even more satisfying experience.


[h2]Passive Skills[/h2]
“Passive skills have been changed to account progression, allowing you to combine effects suitable for your role and easily manage them through presets without the burden of repetitive farming.”


Previously, passive skills required repetitive growth for each Stalker with the same content. However, the development team recognized that this structure caused unnecessary repetition and decided to make a change.

Passive skills will now be changed to account-wide progression content. You can select two groups to combine main and sub effects, allowing you to set abilities and stats suitable for your role. You will first grow and configure the "Account Growth" effect that applies to all Stalkers.

In addition, the set passives can be easily managed through the preset management function, allowing you to save multiple pages and quickly switch between different builds.




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


[h2]Legendary Item Revamp & Crafting System[/h2]
“Legendary items, including a special effect, will become a core element for skill enhancement and transformation. To make it easier to utilize, a new ‘Crafting’ System will be introduced.”


Legendary tier items include the effects of the existing ‘Specialty’ content and can enhance or transform a Stalkers’ skill when equipped. As a result, wearing specific legendary equipment plays an important role in build configuration.

For example, equipping the legendary staff called ‘SpellKeeper’ fires 2 magic arrows(Q). To facilitate this build configuration, it was essential to reduce the burden of acquiring and equipping legendary items. To compensate for this, a revamped ‘Crafting’ System will be introduced, and details will be covered in the ‘camp’ section below.


[h2]Camp[/h2]
“You will be able to own a personal space called ‘Camp’. you can utilize functions such as equipment crafting and storage expansion in your Camp.”


Now stalkers can rest and maintain their equipment in their personal camp after completing expeditions. In addition to functions such as storage expansion, you can utilize the revamped ‘Crafting’ System by constructing a crafting table here.

In the new crafting system, after constructing a crafting table of a specific level , you can craft items unlocked in the blueprint codex by consuming only materials.

Blueprints are provided as main rewards for the season and are planned as non-resettable assets even after the season ends.




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



[h2]Faction System[/h2](*The name is subject to change at official launch.)
“Factions are organizations that give missions to Stalkers and support them, providing powerful rewards such as legendary equipment blueprint when influence is accumulated.”


Factions, influential organizations in the Dungeon Stalkers world, give missions to Stalkers and support their adventures.

Stalkers can gain influence by completing missions through the Adventurer’s Guild, and can also make a vow to receive greater benefits in the long term.

When influence reaches a certain level, the faction provides powerful rewards such as legendary item blueprints.


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To conclude…
We are deeply grateful to all the Stalkers who are waiting for Dungeon Stalkers. The development team is working hard to showcase the game as soon as possible. With each encounter with your anticipation, we feel a greater sense of responsibility and strive to make an even better game.

If you have any questions or information you would like to know, please feel free to ask through our official communities such as Discord. Within the scope of what we can answer, we will try our best to provide sincere answers, even if it means going the extra mile at times.

We will do our best until the end to live up to your interest and expectations. Once again, we express our deep gratitude.



Dev Blog #5

Hello, Stalkers!

We are back with our fifth Dev Blog, wrapping up a busy January 2025!

We hope that your plans for this year are going smoothly and that everyone’s steps lead to happiness.

Today, we’re going to take some time to talk about the recent developments made to the combat systems during the development of Dungeon Stalkers, the choices made by the development team, and the direction we are aiming for.



[h2]Ultimate Skill Improvement[/h2]
“We are giving the mage Nave, and the warrior Baran a major upgrade to their ultimate skills, so they can really perform dramatically when the going gets tough.”


Nave’s ultimate skill has been changed to a magic that fires a beam straight ahead, dealing continuous damage, and Baran’s ultimate skill has been changed to a skill that deals powerful area damage in a fan shape area using the existing skill ‘Death Crush’.

They will become true forces on the battlefield, Nave as a devastating ranged attacker and Baran as an unstoppable force. Use your new ultimate skills to change the course of battle!


Mana Stone - Unleashed


Mana Stone - Death Crush



[h2]Control Improvement[/h2]
“We are trying to naturally reduce the discrepancy between the player’s judgement and actual actions when attacking, defending, and casting skills during battle.”


The development team has consistently received feedback regarding the frustration caused by attacking, defending, and casting skills during battle, and we have recognized this as an important issue, and have been considering the causes in various ways. After much discussion, we have decided to improve the following first.


- The discrepancy between the player’s judgement and the actual end point of the action
For example, after using Hilda’s skill “Bladeslam”, the player feels that the action has ended when the sword’s attack has ended. However, in reality, additional delays occur due to the animation of putting away the sword and getting up, and Hilda remains in place for a longer time than the player’s judgment.

We defined this time as “frustration”.

This delay was initially intended as a strategic element, giving opponents a window to counterattack.

While we understand the appeal of this deliberate pace, we felt it was ultimately hindering the overall gameplay experience.



As shown in the image above, we have added a point where the next action is connected to various skills and general attack actions, including Hilda’s ‘Bladeslam’.
Players will now be able to escape from the delay in action that causes a discrepancy between the actual action and their judgement, and they will be able to feel the difference between the fast paced and heavy actions.



[h2]Other Battle Improvement[/h2]
“We have removed the stun animation when armor is destroyed to make the battle tempo faster and smoother.”


Now, even if the armor is destroyed, no stun animation will occur.

Previously, if the armor was destroyed during the actions, the action would be canceled, and the character would be knocked down defenseless. Exploiting this weakness was an important strategic element in the past battle policy, but in the current faster and smoother battle tempo, this penalty felt excessive.

Therefore, we have boldly removed the stun animation to provide a smoother battle experience.


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To Conclusion…
As one of the development team,
I apologize that I can only explain the situation to those who are waiting through words.
We are doing our best to meet the Stalkers and to repay the valuable feedback you have sent us for Dungeon Stalkers.

Since the last test, the development team has been dedicated to development based on the following principles:

- Creating a high quality seasonal party matching game
- Reducing play stress difficulty
- Strengthening the unique characteristics and character of each Stalker

We are specifically targeting 3 player party based matching games. Our goal is to offer a smooth matchmaking process, polished gameplay, and a seamless transition to the next level.


We are also working on improving areas where each class’s unique personality and strengths were not fully utilized. (For example, we have added stealth abilities to Rio) We are also deep in discussions about enhancing the visual appeal and individuality of our characters, and we are developing a concrete plan based on these discussions that we will be implementing gradually.

We will continue to share our development team’s thoughts and direction with you. If you have any questions that were not covered in this Dev Blog or topics you would like to see in the next chapter, feel free to leave feedback on our Discord or Steam community.

Thank you again from the bottom of our hearts to all the Stalkers who have shown their continued interest in Dungeon Stalkers.




Dev Blog #4

Hello, Stalkers!

As December winds down, we’re excited to bring you the fourth Developer's Note.

We hope you're enjoying a cozy and joyful time with your loved ones. Here’s to a new year filled with happiness and good health!

In this update, we’ll dive into how Dungeon Stalkers is gearing up for crucial aspects of multiplayer gaming, including ensuring service stability and tackling disruptive behavior. We’ll also share progress on costume creation—something many of you have been eagerly awaiting.

Stay tuned!


[h2]Building a Stable Playing Environment[/h2]

“Based on insights from previous tests, we’ve reinforced server stability and are working to deliver a more reliable experience in the next phase of service."

Through three rounds of official testing, Dungeon Stalkers has identified and addressed various server stability challenges under diverse conditions. While these tests may have caused some inconvenience, they were invaluable in driving improvements. We sincerely thank all participants for their patience and support throughout the process.

In the version currently undergoing internal testing, we’ve resolved many major issues, such as game delays and matchmaking instability. With these improvements, we’re confident that the next service phase will offer a more stable and enjoyable gameplay experience.


[h2]Implementing Anti-Cheat Measures and Strengthening Server Validation[/h2]

“We plan to combat unauthorized programs with proven anti-cheat solutions and enhanced server-side validation.”

Dungeon Stalkers has consistently addressed reports of unauthorized program use and hacking during testing phases. Building on these efforts, we’ve implemented a market-proven anti-cheat solution and significantly strengthened server-side validation logic to greatly reduce the likelihood of hacking attempts.

Even if used out of curiosity or for fun, unauthorized programs disrupt fair gameplay and harm the experience for many players. We urge everyone to refrain from using such programs, as violations will result in penalties in accordance with our operational policies, without exception.

Let’s work together to maintain a fair and enjoyable gaming environment!


[h2]Introducing the Kill Cam[/h2]

"Quick Problem Resolution with an Easy-to-Use Reporting Interface"

Despite ongoing improvements to our anti-cheat systems and server validation, misconduct can still occur in unpredictable ways. To address these challenges swiftly, we’re introducing a Kill Cam feature.

This feature will allow players to review instances where they were eliminated or encountered questionable gameplay, providing a simple and intuitive interface for reporting any suspicious behavior.

With Kill Cam, we aim to empower players to help maintain a fair and competitive environment while enabling us to respond to issues more effectively.

*This image is from a test build and is subject to change.

Following Early Access, we will enhance ongoing monitoring of hacking and unauthorized programs, maintaining a steadfast commitment to ensuring a fair and secure gaming environment.



+ 💡Bonus

[h2]Revealing Concept Art for New Costumes[/h2]

“Excited for new costumes for your Stalkers?”

We’ve been listening to your feedback about wanting more visually appealing character designs, and we’re excited to finally share a first look at the concept art for some upcoming costumes.

Our team is working hard to create a diverse range of designs that bring even more charm and personality to your Stalkers. We hope you’re as excited as we are for what’s to come! Stay tuned for more updates.



*Please note that this image is a work-in-progress and may be subject to change.

We’re actively preparing a variety of costume concepts, with plans to release new and exciting skins on a regular basis following Early Access. We can’t wait to share them with you, so stay tuned!


That concludes this installment of Dev Blog #4.
As always, we’ll finish by answering some of the questions you’ve sent our way.
Thank you for your support!


[h2]Thank you for your support![/h2]

Q. What are your thoughts on removing the ability to replace broken armor with another, or shifting its focus from additional health to other attributes like defense?

Originally posted by author
A. We’ve tested various approaches to the armor replacement system internally, and ultimately found the current system more engaging from a gameplay perspective. However, we plan to adjust the duration of the armor replacement process, which has been a bit lengthy. Additionally, we’re introducing a system where players can partially restore durability using an “Armor Repair Kit” obtainable in dungeons.



Q. You previously mentioned a “restructuring of the skill system” in Dev Blog #3. Could you explain in more detail how it differs from the current system? I’m also curious to learn more about the “Perk System.”

Originally posted by author
A.The current passive skill system, which requires each Stalker to individually purchase and learn skills, will be revamped into the (tentatively named) Rune System. This update will streamline the process, allowing passive skills purchased at the account level to be easily applied to individual Stalkers. Additionally, players will be able to create and manage customized preset pages for their skill setups.

The new Perk System will introduce a range of enhancements, from minor boosts to skill power, to entirely new effects for skills. This system aims to add greater depth and flexibility to skill configurations, giving players more options to tailor their gameplay.



Q. With many new characters being introduced, is there a risk that their development will delay releases or affect the timeline for other improvements?

Originally posted by author
A. The release schedule for new characters is progressing smoothly as planned, without causing delays to other updates or improvements. In fact, these efforts are part of our commitment to delivering richer content. We appreciate your continued interest and feedback as we strive to enhance the game.



Q. Are the designs of revealed characters finalized? Will updates include features like blinking animations?

Originally posted by author
A. Both existing and upcoming character designs are being refined based on player feedback to improve their overall quality. For instance, while it may not have been noticeable from the screenshots, Hilda’s body shape has undergone slight adjustments.
We also plan to implement facial animations, such as blinking, in future updates to further enhance character expressions.



Q. Are there plans to introduce new traps or enemies? While new characters are great, adding these elements could make the game even more enjoyable.

Originally posted by author
A. As mentioned in earlier updates, we are planning to offer a variety of maps. Although the release timing will depend on development progress, our second map is expected to provide a distinctly different exploration experience compared to the prison dungeon, complete with new enemies and challenges.



Q. When will the new character wrapped in bandages, shown in the key art, be revealed?

Originally posted by author
A. This character is planned to join the roster in a future update following the release of Lián. We look forward to sharing their concept and backstory with you soon. Stay tuned for more details on this character and other upcoming additions!

[CM Note] Happy Holidays!

[CM Note] CM Celine and Teru's Sneak Peek at Dungeon Stalkers Development!