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Dobbel Dungeon News

Demo Patch 0.5.3

Heyo!

This demo update contains mostly small bugfixes and visual quality consistency tweaks.

Changelist
  • Fixed windmill not fading out when close to cam on lower quality settings
  • Fixed cloud shadows not appearing
  • Implemented a graphics setting to toggle Bloom
  • Implemented a gameplay setting to toggle Custom Cursor (If you've previously encountered an issue where the cursor did not align with where it was actually at according to the game, please check and let us know if this option addresses that issue).
  • AO, AA, DOF and Bloom settings now dynamically adjust themselves when the overall quality level is changed.
  • Fixed an issue where 'consuming'-type actions (e.g. Consume Flame) did not work at all
  • Fixed an issue where companions could be spawned on invalid tiles
  • Fixed an issue where AOE spawnables (e.g. Spike Growth) would spawn on chasms
  • Tweaked foliage materials
  • Fixed Porc Tent health not responding to difficulty setting
  • Adjusted lower quality settings to be more style-consistent with the higher ones.



Happy Dobbeling!
- Jim & Michelle

Demo Patch 0.5.2

Heyo!

After watching some folks play Dobbel Dungeon live at Animecon (NL), we noticed we still had quite a few issues in the ‘clarity’ department, particularly for the more inexperienced players.

With this update, we hope to address some of the more ‘major’ issues we noticed to hopefully get newcomers on their way faster, as well as offer some quality-of-life benefits to existing players.

Changelist
  • Fixed a critical animation state issue that could happen when ‘Skip dice animations’ was enabled and you tried to dash right after manipulating a die
  • Fixed missing boss battle music
  • Fixed an issue where remaining overworld nodes became unavailable as soon as the boss node was revealed.
  • Implemented an ‘undo movement’ button
  • Improved ‘first-turn’ tutorial
  • Implemented ‘resistances’ category in unit description card
  • Improved unit description card layout
  • Implemented (optional) end-of-turn verification
  • Valid dice slots are now also highlighted when hovering over a die, instead of only when a die was being dragged
  • Dice that are invalid for your currently selected action will now visually indicate this unavailability
  • Battle cam now starts at a 45° angle


Oh, one minor side effect of this tutorial upgrade is that existing players might get a repeat of tutorial popups they've already seen. Sorry, but it's for the greater good :P

Happy Dobbeling!
- Jim & Michelle

Demo Patch 0.5.1

Heyo,

We've added new graphics settings for ambient occlusion and depth of field (the most performance intensive post-processing effects in Dobbel Dungeon at this time). So if you've previously had some trouble in the FPS department, playing with these settings might do the trick!

We've also fixed some other stuff, so here's the full list:

Changelog
  • Implemented graphics settings for ambient occlusion and depth of field
  • Fixed an issue where hurt and death sounds were played at the same time
  • Fixed a critical issue related to inspecting an enemy's actions when they are executing them
  • Improved enemy movement evaluation logic
  • Fixed an issue where players could spawn in enclosed spaces around buildings
  • Fixed an issue where 'critical state' music wouldn't trigger for non-hero mission-critical units
  • Fixed missing font glyphs for eastern languages
  • Fixed hero passives still showing up in the hero's ghost overview panel
  • Fixed tutorial music
  • Fixed shop controller issue where the shop list wouldn't scroll along with your selection properly
  • Fixed a controller issue where using a teleport action would cause the action card to enter an errored state after completion
  • Fixed 'exit' button not working on game over screen
  • Fixed issue where you could continue a failed run
  • Hotfixed a critical issue that randomly caused the next unit's turn to not start during chicken run. If you still encounter this issue, please let us know.
  • Balance tweaks


Happy Dobbeling!
- Jimbo

🎲 Demo 0.5 is now live! 🎲

Heyo,

This update is a big one, where we're addressing some of the biggest points of feedback we've consistently been receiving since the demo first launched.

Big change nr. 1 is that we've added 4 difficulty modes, which should help keep the game accessible for beginners whilst keeping things interesting for more advanced players.



Big change nr. 2 is that we've significantly changed the way the game responds to defeated heroes. Previously, when a hero was defeated, they would just be gone forever, which caused a bunch of balancing issues, confusion and generally didn't quite fit with our design goals.

So, instead of the old permadeath system, we've changed it up so that (in most difficulties) defeated heroes will turn into ghosts. Hero ghosts will still be able to fight, but they will have ghost-specific, generally less powerful skills & stats, rather than the hero's usual stuff.

As part of the ghost system we're also introducing a new NPC: The Mystic. The mystic deals in the occult, allowing you to trade skill points for gold & vice versa, as well as allowing you to restore your ghosts back to life.



And in case you lack the funds to restore your ghosts back to life, or just got tired of one of your heroes, the game now also allows you to swap your current party members with heroes you've previously rescued.



Besides those big changes. this update also contains some smaller ones, as seen in the full list below:

Changelist
  • Implemented difficulty modes (4 total)
  • Implemented hero ghost system
  • Implemented Mystic (Quest + Shop)
  • Implemented in-run hero recruitment
  • Rebalanced enemies, in line with new difficulty modes
  • Rebalanced hero skills and progression
  • Bonus objectives now scale with run progress & difficulty mode
  • Implemented controller inspection mode
  • Improved enemy AI (Better performance, faster decision making & more situational awareness)
  • Implemented 'auto speed up enemy turn' gameplay setting
  • Implemented 'skip dice animations' gameplay setting
  • Implemented (experimental) keyboard hotkeys for action management (Categories: Z-M, Actions: F1-F8, Dice: Alphanumerical 1-0)
  • Implemented a 'critical health' UI overlay
  • Fixed issue where enemies could spawn in inaccessible positions
  • Fixed a glitch where action category buttons visually messed up their ‘selected’ state after executing an action
  • Improved clay texture mapping on characters
  • Fixed dialogue appearing in front of pause menu during cinematics
  • Added cloud shadows
  • Fixed an issue with ambush quests where heroes could occasionally spawn inside obstacles
  • Fixed some inaccessible bridge issues
  • When the boss node is discovered, all other uncompleted nodes now become inaccessible


We'll continue to improve these systems as development continues, so make sure to keep reporting any issues you might encounter.

Happy dobbeling!
- Jimbo

Demo Patch 0.4.1.1 Language Fixes

Heyo,

This patch should fix an issue where a WIP version of the Dutch language was being mixed in with the actually available languages and causing all sorts of trouble.

Also, the demo will now default to English when you first install it, regardless of system language.

Happy Dobbeling!
- Jimbo