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Dobbel Dungeon News

Patch 1.0.8

[p]Heyo![/p][p][/p][p]This patch addresses the following:[/p][p][/p][p]Changes[/p]
  • [p]Sharp Sword is now uncommon (as it should've been)[/p]
[p][/p][p]Fixes[/p]
  • [p]Fixed a critical issue that could happen when an enemy died whilst rolling any kind of dice before their turn had officially ended.[/p]
  • [p]Fixed item tooltips not updating properly after equipping via drag&drop[/p]
  • [p]Fixed a small internal error regarding character defeat response sound management.[/p]
  • [p]Fixed Poison Dip not ticking usage for ranged attacks.[/p]
  • [p]Fixed Poison Dip applying poisoned when performing a buff.[/p]
  • [p]Fixed Big Game not being properly removed from affected units at the end of your turn.[/p]
  • [p]Fixed Inspiring Blows responding to damage dealt by ANY character rather than just the intended unit.[/p]
  • [p]Fixed an issue where normal dice that were still being rolled after the player ended their turn would end up in the next unit's dice tray.[/p]
[p][/p][p]Happy Dobbeling![/p][p]- Jim & Michelle[/p]

Patch 1.0.7

[p]Heyo![/p][p][/p][p]This patch addresses the following:[/p][p][/p][p]Changes[/p]
  • [p]Sturdy no longer affects (de)buffs (e.g. Burning or Bleeding) and now reduces incoming damage by 1 instead of 2.[/p]
[p][/p][p]Fixes[/p]
  • [p]Fixed an issue where shadow clones were unable to generate an appropriate skill tree for themselves when the original unit had a looot of skills unlocked, which caused a softlock.[/p]
  • [p]Fixed an issue where the final boss would not end his turn after spawning shadow clones if this phase was triggered at the start of his turn by a DOT debuff (e.g. Burning), which caused a softlock.[/p]
[p][/p][p]Happy Dobbeling![/p][p]- Jim & Michelle[/p]

Patch 1.0.6

[p]Heyo![/p][p][/p][p]This patch addresses the following:[/p][p][/p][p]Changes[/p]
  • [p]'Defeat x with one action' objectives now require the party to have access to at least 2 different AOE attacks.[/p]
[p][/p][p]Fixes[/p]
  • [p]Fixed an issue where the final boss could get stuck when executing an action that spawned something (like bombardment or meteor shower) that resulted in damage to himself that would cause him to be defeated.[/p]
  • [p]Fixed an issue where the final boss would continue his turn during dialogue sequences if he damaged himself beyond the dialogue threshold during his turn.[/p]
  • [p]Fixed an issue where the final boss's final phase would not trigger if he was somehow damaged way over the threshold before the previous phase had even begun.[/p]
  • [p]Fixed a minor animation clipping issue in the final boss' cauldron animations[/p]
  • [p]Fixed an issue where the skill tree panel wasn't high enough to navigate to every skill on 4:3 aspect ratio resolutions.[/p]
  • [p]Fixed misspelled mission complete banner in German[/p]
  • [p]Fixed Low & Very Low graphics settings not having HDR enabled, which resulted in incorrect lighting behaviour (particularly in Brimstone Quarry)[/p]
  • [p]Fixed an issue with how quickly the internal flag was raised for whether or not to skip the hub intro sequence on new runs.[/p]
  • [p]Fixed an issue that caused companion achievements to be automatically completed.[/p]
[p][/p][p]Happy Dobbeling![/p][p]- Jim & Michelle[/p]

Patch 1.0.5

[p]Heyo![/p][p][/p][p]This patch addresses the following issues:[/p][p][/p][p]Fixes[/p]
  • [p]Fixed an issue where savegames that came from a demo in which you just received the end-of-demo popup would not be continuable in the full version.[/p]
  • [p]Fixed issue where shops did not appear in the hub when their corresponding mission was failed on the previous island.[/p]
[p][/p][p]Happy Dobbeling![/p][p]- Jim & Michelle[/p]

🥳🎲 Dobbel Dungeon Is Out Now! 🎲🥳

[p][/p][p][/p]
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]