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Dobbel Dungeon News

🥳🎲 Dobbel Dungeon Is Out Now! 🎲🥳

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Heyo!
[p][/p][h2]Dobbel Dungeon is now available! For reals![/h2][p]Massive thanks to everyone who supported us throughout development, be it by sharing your feedback on our demo, joining our playtests, hyping us up in our Discord server, visiting our booths at various events or simply sharing kind words when we needed them. We could not have done this without you![/p][p][/p][h2]Demo update[/h2][p]As part of this release, we've also overhauled our demo to more accurately reflect the full version in terms of adventure structure, pacing, balance and overall quality. [/p][p]Please note that any save file previously created with a demo/playtest/game version below 1.0 will be completely wiped when you first boot up the new demo or full version.[/p][p]However, any progress you make in the demo from this point onward will carry over into the full game, including your current adventure progress and hero unlocks! So, if you're still on the fence about whether Dobbel Dungeon is for you, make sure to give the demo another shot.[/p][p][/p][h2]Next steps[/h2][p]For at least the next couple of weeks, we will be closely monitoring our Discord server and community forums for feedback and will prioritize squashing whatever sneaky little bugs still dare to show their faces.[/p][p]After that, we will likely shift our focus towards achieving Steam Deck Verified status. This will include some controller-specific UI tweaks (particularly where small text is still involved) as well as adding quality-of-life features like control scheme remapping and glyph detection based on which controller you're using.[/p][p]After that, the possibilities are endless. We've got plenty of ideas for future Dobbel Dungeon content, but be sure to let us know what you'd like to see added so we know what to prioritize![/p][p][/p][p]Good luck, have fun, and as always: Happy Dobbeling![/p][p]- Jim & Michelle[/p]

🎉 25K Wishlists 🎉

[p][/p][p][/p][p]Heyo![/p][p][/p][p]Dobbel Dungeon just passed 25.000 wishlists! Amazing![/p][p][/p][p]We sincerely hope that each and every one of you will have a wonderful time playing Dobbel Dungeon when it releases this Monday![/p][p][/p][p]Happy Dobbeling![/p][p]Jim & Michelle[/p][p][/p]

Release Date Announcement!

[p]Heyo![/p][p][/p][p]We're excited to share that Dobbel Dungeon will officially launch on February 16th 2026![/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]If you hadn't already, make sure to add Dobbel Dungeon to your wishlist to get notified when it goes live and take advantage of our early-bird launch discount![/p][p][/p][p]Massive thanks to everyone who has supported us throughout development. We hope you'll have a blast with the full game![/p][p][/p][p]Happy Dobbeling![/p][p]Jim & Michelle[/p]

Demo Patch 0.6.1

[p]Heyo! [/p][p][/p][p]This patch is mainly a response to a vulnerability that was found in the previous version of Unity that we were using (https://unity.com/security/sept-2025-01). Other than that fix, only some minor tweaks happened:[/p][p][/p][p]Changelist[/p]
  • [p]Unity security patch[/p]
  • [p]Restrained applied by Bear Trap now lasts until the affected unit's next turn again[/p]
  • [p]Fixed Elite enemy variants appearing when they shouldn't[/p]
  • [p]Earthquake now counts as Ranged attack[/p]
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Happy Dobbeling!
- Jim & Michelle
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🎲 Demo 0.6 is now live! 🎲

[p]Heyo![/p][p][/p][p]Dobbel Dungeon will be taking part in the upcoming Steam Next Fest! [/p][p][/p][p]In preparation for this event, we’ve just updated our demo with a whole bunch of polish, balance and QoL tweaks that resulted from us slowly but surely closing in on that sweet V1.0![/p][p][/p][p]Speaking of V1.0: Given the amount of work that’s still ahead for the two of us before we’d feel comfortable releasing Dobbel Dungeon for real, we felt that our release window of Q4 2025 was unfortunately a bit too ambitious. As such, we’ve decided to adjust our release window to Q1 2026, so we can give the remaining content the care & attention it deserves. As someone somewhere probably once said: “A delayed game is eventually good, but a rushed game is forever bad”.[/p][p][/p][p]In any case, please note that this update features a breaking change to the way overworld data is saved, so if you were in the middle of a run, you will unfortunately have to start a new one after this update. High-level save data, such as tutorials and unlocked heroes, remains unaffected though![/p][p][/p][p]Changelist[/p]
  • [p]Changed the way run data is saved in preparation for v1.0[/p]
  • [p]Added sneak-previews for all heroes planned for v1.0[/p]
  • [p]Inspected actions now show tooltips for any buffs they may apply. These tooltips will also automatically appear when inspecting things that contain actions (e.g. skills, items).[/p]
  • [p]Implemented new battle transition animations[/p]
  • [p]Implemented ‘Flying’ passive, which allows units to move over chasms / water and ignore ground-based effects like earthquakes.[/p]
  • [p]‘Building’ passive has been replaced with separate ‘Object’ and ‘Immovable’ passives[/p]
  • [p]Implemented ‘Shove’ mechanic, which allows you to push units away from you and possibly cause collision damage with others.[/p]
  • [p]Healing potions now add a bonus to a roll, rather than using a fixed value.[/p]
  • [p]Slightly reduced difficulty scaling and enemy spawn rates on tactician difficulty.[/p]
  • [p]Slightly reduced difficulty of escort missions.[/p]
  • [p]Destroying a cage will now release the prisoner inside again with no penalty to health.[/p]
  • [p]Increased cage health.[/p]
  • [p]The intro cinematic now first takes you into the party creation menu, instead of straight into the tutorial battle[/p]
  • [p]Tweaked Game Over screen[/p]
  • [p]Tweaked glass shader[/p]
  • [p]Various balance tweaks to all heroes.[/p]
  • [p]Fixed various LOD issues[/p]
  • [p]Improved the way passive buffs are handled under the hood[/p]
  • [p]Improved controller navigation & inspection systems[/p]
  • [p]Added missing controller glyphs in various menus[/p]
  • [p]Fixed some potentially critical order-of-execution issues in the overworld regarding tutorials and failstate[/p]
  • [p]Fixed various misconfigured animators, which caused some characters to not show the correct emotions in the battle result screen[/p]
  • [p]Improved the way action previews are calculated and shown[/p]
  • [p]Fixed certain characters appearing in overworld dioramas still having their walk puffs enabled[/p]
  • [p]Fixed custom cursor hotspot offset[/p]
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[/p][p]Happy Dobbeling![/p]
  • [p]Jim & Michelle[/p]