Dev Blog #4 - Decolonizing Dungeon Crawling
Hey all! Thanks for the support so far. Before I start our fourth dev blog, I want to thank the community for their engagement. Thousands and thousands of wishlists, and they just keep coming! I guess you can't wait for the demo that's to come, huh?
In this blog, I want to talk about what you can expect from the narrative. Though Deep Dish Dungeon isn’t a story-based game, I couldn't leave the narrative out of it. Actually, as we further developed the idea, so much good content come to mind, and all just made a lot of sense narrative wise.

When we first started the project, we wanted to have a different approach to storytelling than that we had before in our previous games. We're known for story-driven RPGs, such as Knights of Pen & Paper, Chroma Squad and Cosplay Club. This time, we chose to use the environment to build the narrative. So we picked the environmental storytelling approach.
Everything in this dungeon is there for a reason. Some objects and ruins are placed in a specific way because we wanted to tell you a little story about that room, or about that one rock that fell down. Some rooms and murals tell a much deeper story, explaining how the dungeon came to be, why it was built, who lived there, and also, who changed it along the years of exploration and repurposing.
As you probably know from our previous dev blog post, you're also part of this story. I use this term "Decolonizing Dungeon Crawling" because I really want to put a new perspective in how we explore and loot foreign and sacred places. Is the treasure there for our taking? Or is there a different way we can interact with those places? That's why that as you explore this dungeon you'll become part of that story too. Moving objects, opening new uncharted rooms, braking barriers. Leaving traces of your own exploration behind.
Along these many months of development, putting each rock, each element, into this huge interconnected place, we also started to think about some other elements of story telling that could help us convey the story we want. So we came up with the idea of including the breadcrumbs of other NPC adventurers.
As you explore the dungeon, you'll find traces of other adventurers, including campsites, and even diaries and notebooks containing part of their story in that dark place. A little taste of why they are there, what they're looking for, and some bizarre stories that happened to them and might happen to you and your party as well.

I'm very excited that we decided to include voice-over, to help tell this story as you and your friends explore and play. When you interact with diaries, the story will be read aloud for you and your friends to hear. Isn't it a nice multiplayer moment? I hope you all enjoy it.
There will also be a few cutscenes, and these will help us set the mood and the tone of your adventure. We can't wait for you to play it!
Come back for more Dev Blog posts cause next week I'll be chatting more about the cooking and recipes you can make!
- Saulo Camarotti
Creative Director, Designer and Coder of DDD
In this blog, I want to talk about what you can expect from the narrative. Though Deep Dish Dungeon isn’t a story-based game, I couldn't leave the narrative out of it. Actually, as we further developed the idea, so much good content come to mind, and all just made a lot of sense narrative wise.

When we first started the project, we wanted to have a different approach to storytelling than that we had before in our previous games. We're known for story-driven RPGs, such as Knights of Pen & Paper, Chroma Squad and Cosplay Club. This time, we chose to use the environment to build the narrative. So we picked the environmental storytelling approach.
Everything in this dungeon is there for a reason. Some objects and ruins are placed in a specific way because we wanted to tell you a little story about that room, or about that one rock that fell down. Some rooms and murals tell a much deeper story, explaining how the dungeon came to be, why it was built, who lived there, and also, who changed it along the years of exploration and repurposing.
As you probably know from our previous dev blog post, you're also part of this story. I use this term "Decolonizing Dungeon Crawling" because I really want to put a new perspective in how we explore and loot foreign and sacred places. Is the treasure there for our taking? Or is there a different way we can interact with those places? That's why that as you explore this dungeon you'll become part of that story too. Moving objects, opening new uncharted rooms, braking barriers. Leaving traces of your own exploration behind.
Along these many months of development, putting each rock, each element, into this huge interconnected place, we also started to think about some other elements of story telling that could help us convey the story we want. So we came up with the idea of including the breadcrumbs of other NPC adventurers.
As you explore the dungeon, you'll find traces of other adventurers, including campsites, and even diaries and notebooks containing part of their story in that dark place. A little taste of why they are there, what they're looking for, and some bizarre stories that happened to them and might happen to you and your party as well.

I'm very excited that we decided to include voice-over, to help tell this story as you and your friends explore and play. When you interact with diaries, the story will be read aloud for you and your friends to hear. Isn't it a nice multiplayer moment? I hope you all enjoy it.
There will also be a few cutscenes, and these will help us set the mood and the tone of your adventure. We can't wait for you to play it!
Come back for more Dev Blog posts cause next week I'll be chatting more about the cooking and recipes you can make!
- Saulo Camarotti
Creative Director, Designer and Coder of DDD