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The Crazy Hyper-Dungeon Chronicles News

Work in progress!

The Crazy Hyper-Dungeon Chronicles - Latest modifications

Significant changes have been made since the Steam Demo release (with more to follow).

Content:
- Added 6 new levels (we're now at 21 levels done over 50 totals)

Gameplay:
- Implemented a defense system against magical attacks (which deal damage) in combat: you can dodge them by pressing at the right moment.



- Through special items or by drinking a particular potion, the hero can see the area visually controlled by enemies.



- Added a defense feature for some enemies who might retaliate by attacking the hero immediately if the player presses at the wrong moment.



- The crafting system now allows making multiple units of the same product at once.



- Changed the management of power cooldowns: they are immediately available after their effect ends (e.g., Focus) or after they have been used instantaneously (e.g., Preemptive Strike).

Cosmetics:
- Enhanced various dungeon levels: biomes are now (moderately and evenly) adorned with various graphical embellishments, from puddles on the ground to sewer bars, from cracks on the walls to bloodstains, etc., as in classic dungeon crawlers.

Before


After


- Messages from specific events now appear in the lower left corner without invading the gameplay area.




Future (upcoming):
- Changes to the rage accumulation system.
- Introduction of some variants for certain enemies to become more aggressive as levels increase.
- Introduction of new enemy attack and defense special moves.
- Removal of the Renegade (Adventurer) profile from the game (the fact that it has some features of other game profiles makes it interesting on paper but not in practice).

Exciting New Update for Our Game Demo!

We have completed the modifications for the new DEMO, which now includes almost all the features we decided to add following the invaluable feedback (both positive and negative) received from you. The only features still left out concern the game's future levels.
Here's the complete list of new features:

Perks:
We have developed a perk system that affects several gameplay elements, adapting to different playstyles, whether they are action-oriented, objective-focused, aesthetic, or a combination of these. Here are the four available archetypes:
  1. Destroyer: Prefers intense combat, favoring games with physical challenges and fast-paced action. As a result, they will face more enemies and must excel in intense combat scenarios. Less focused on narrative elements.
  2. Solver: Enjoys story and narration in games, thus able to overcome some challenges and combats using oratory skills, preferring strategy over brute force. Loves immersive experiences with emotional depth, so dialogues will be richer, and characters more detailed.
  3. Explorer: Goal-oriented and driven by achieving them, will find more loot and can carry more items from the start, earning greater rewards for puzzles solved. This profile is more cautious and can move unnoticed more easily.
  4. Adventurer: A hybrid player who appreciates a balanced combination of action, exploration, and story, adaptable to various game situations.
The Archetype Selection Screen

Difficulty Levels
We have introduced various difficulty levels, each with distinct gameplay mechanisms to suit different gaming preferences. In the demo, we will include only two (easy and normal).
Here are some details:
  1. Easy Level:
    • Character features are enhanced, making them stronger.
    • Encounters occur at a reduced speed, simplifying battles.
    • Enemies have reduced stats, making them less threatening.
    • Most levels are fully lit, while others use FOW (Fog of War), limiting visibility.
  2. Normal Level:
    • Default settings are applied for character stats, encounter speed, and enemy capabilities.
    • Most levels feature FOW (Fog of War), creating areas of darkness and limited visibility.
    • Some levels will be darker than others, as unlit areas gradually return to darkness.
  3. Hard Level (to be completed, available in the future)
    • Level visualization as in the normal level.
    • At the game's start, the hero receives three random curses.
    • Curses can be cured or mitigated with specific items.
    • Significant effects of curses in terms of debuffs.
  4. Heroic Level (to be completed, available in the future)
    • Similar to the hard level, but with the addition of special and enhanced curses compared to the previous level.
    • Stronger enemies.
    The Difficulty Level Selection Screen


FOW (Field of War)
We have implemented a new map display mode that reveals progressively, adding an additional level of strategy.
These are the situations that can occur:
  1. Fully Illuminated Map: the entire map is visible without restrictions.
  2. Darkened Map with FOV: only the area around the hero is visible, along with specific areas like those near monsters, traps, and lit torches. This mode is called FOV (Field of View). By lighting all the torches in the level, the map becomes fully illuminated.
  3. Initial FOW: Initially, the map is entirely shrouded in darkness. As the hero moves, they progressively reveal the FOW (Fog of War). Unlike levels with dark maps, areas uncovered in the FOW remain visible.


Plot and Character Corrections
We have made significant improvements, including major narrative forks and the revision/introduction of new levels. Additionally, we have deepened and created storylines for certain characters: we identified the least developed characters and created a secondary story for them that also impacts the main plot. These corrections have also led to the implementation of new ad hoc levels that are accessible depending on the profile used.

Dynamic Visual Elements:
The game environment has been enriched with visual elements that increase immersion and dynamism, as well as gameplay. Among these changes, we have implemented the ability to dodge traps using Rage (the modes change depending on the player's profile), and we have added shield parry animation during combat. Many more will follow, especially related to how levels appearance (also redesigned in their basic structure). Specific screens for special content (e.g., books) have been added, and a screen for trading items between the player and certain NPCs has been introduced. Finally, we have added some new achievements from the outset.

Now the hero can avoid traps!

Final Score:
A scoring system has been introduced to increase the game's competitiveness and replayability. We plan to create a leaderboard, which will be updated weekly, monthly, or globally, and will be accessible both through the game and via the web. This leaderboard will show players' scores, giving them the opportunity to highlight their performances and compare with others (naturally, only if the player desires).

Other changes will be revealed in the future, but now we can finally focus on developing all the other levels of the game, hoping that you like the changes as much as we enjoyed developing them!

To stay updated on these developments and to participate in in-depth discussions, we invite you to join our Discord server.
The Development Team

New Advantages System in Game!

Listening to our players' feedback, we have developed a system of perks based on different player types, allowing you to intensely personalize your gaming experience. Here are the four archetypes available:

1) Destroyer: Prefers intense combat, choosing games with physical challenges and fast-paced action, thus facing more enemies and excelling in intense combat scenarios. Less focused on narrative elements.

2) Resolver: Appreciates story and narration in games, thus able to overcome some challenges and fights using the art of persuasion, preferring strategy over brute force. Loves immersive experiences with emotional depth.

3) Explorer: Goal-oriented and driven by achieving them, will find more loot and carry more items from the start, gaining greater rewards for puzzles solved.

4) Adventurer: A hybrid player who appreciates a balanced combination of action, exploration, and story, adaptable to various game situations.



In reality, there are many other changes in the game depending on the chosen profile that players will discover and appreciate during their adventure.

This player-type-based system is just one of the many changes we are making to enrich your journey in the Hyper-Dungeon, we will reveal more details in the future!

To stay updated on these developments and to participate in in-depth discussions, we invite you to join our Discord server.
The Development Team

Important Updates and Thanks

[v0.92 - November 19, 2023]

First of all, a sincere thank you to all of you (and there are so many of you!) who have tried the demo and provided feedback. Both praise and criticism have played a fundamental role in improving our demo. Your contribution has pushed us to reconsider some crucial aspects of the game, based on the different types of players.

Thanks to you, we are making significant changes that will be implemented in the coming months. Some of these will also be included in the demo in the future. To stay updated on these developments and to participate in in-depth discussions, we invite you to join our Discord server.

Here instead is the list of changes made in this new version of the demo:
  • Fixed an Elusive Bug: Finally, thanks to Dimitri Marone's report, we have eliminated a bug that had eluded us for a long time.
  • Added the 'Wishlist on Steam' button in the main menu: this button will take you to our game's Steam page. We greatly appreciate your support and would be thankful if you decide to add the game to your Steam wishlist to help us gain visibility.
  • Following requests from some players and streamers, we have implemented a feature that requires a click or an interaction to advance each message in the dialogues. This allows each player to read the messages at their desired pace. This option can be deactivated from the settings menu.
  • Gamepad Control Improvements: Thanks to Fabio's feedback, we have refined the gamepad playing experience.
  • Textual Corrections: A thank you to Spaventacorvi, Hide, and NickJPN for helping us perfect the in-game texts.
  • Optimization for 3840x2160 Resolution: We hope to have definitively resolved the scrollbar display issues at this resolution, thanks to Frn Proton.
  • Minor Graphic Bugs Fixed: We continue to work to provide you with an increasingly smooth and error-free visual experience.


We look forward to seeing you on our Discord server for more details and discussions. Your support and feedback are essential to us. Thank you again!

Explore, Battle, Survive, and (Hopefully) Stay Sane: The Demo is Here!

Welcome, bold adventurers!

On a scale from "zero" to "final boss," we're at least "miniboss" level excited to announce that you can now get your greedy mitts on the demo for "The Crazy Hyper-Dungeon Chronicles"!

Immerse yourself in a chaotic, pixelated world where each level is a new beginning, every room a potentially murderous unknown, and every enemy a challenge that will test your coolness and strategic skills. Ready to start the hunt for the Sacred Groowl?



The demo gives you a taste of our personal reinterpretation of the classic dungeon-crawlers of YGOD™ (Ye Good Olde Days):
  • Innovative combat system that blends arcade action with turn-based strategy.
  • Randomly generated levels to ensure a unique experience with every new playthrough.
  • A succulent arsenal of weapons and special abilities that adapt to your playstyle.
  • Dialogue loaded with nerd humor that enriches a memorable adventure.

Folks, it goes without saying: your feedback is as precious as gold. We will listen to your experiences and painstakingly collect your advice like scribes to refine the game until its release in the fall of 2024.

So, put on a comfy pair of boots, check your equipment and supplies, and dive into the crazy world of "The Crazy Hyper-Dungeon Chronicles"! We can't wait to see how you'll fare.

Catch you on the Sixteenth Level!

The Development Team

P.S. We almost forgot some additional very useful information:

Genre
Roguelite Dungeon-crawler Adventure

Steam Page https://store.steampowered.com/app/2510490/The_Crazy_HyperDungeon_Chronicles/

Trailers https://www.youtube.com/watch?v=H5iqTPXT-F8 https://www.youtube.com/watch?v=1kYHNE1Uw5Q (fullscreen)

Press kit https://drive.google.com/drive/u/0/folders/11fmijBTY-dJ0oVqjZWMv0EVaXRxa7fvh