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Dungeonmans Modding Update

I wanted to post an update on the state of the Dungeonmans mod tools, since there's been a little confusion, which is mostly my fault.

For years the only modding was via heroskins or editing game .txt files. The heroskin stuff remains unchanged. The .txt file editing was always sketchy, since new builds pushed via Steam would override them.

Now, you can add your own new content in a separate mod folder, which won't be stompled by Steam updates. You can also add other people's mods in the mod folder as well.

[h2]Example Mod[/h2]
https://github.com/jim-adventureprogames/dmans-tutorial-mod

That's a rich example package which will give you lots of things to play with if modding games is your bag.

[h2]Wiki and Instructions[/h2]
https://dungeonmans.fandom.com/wiki/Mod_Packages

Always a work in progress, this wiki is growing through my efforts and others', and has instructions on how to add your creativity to the game.

Want to add a whole new set of powers and masteries? You can do this!



[h2]Steam Workshop?[/h2]
Status: probably. It's something I'll build into once I get a groundswell of support from modders. Until then, it's tough to justify the effort.

[h2]Can I Mod In A...?[/h2]
Also probably! And if not, talk to me and maybe I can help make it happen. I have already worked directly with multiple people who are working on mods to help craft the feature set into what it needs to be. You could be one of those people!

[h2]Thousand Review Milestone![/h2]
Thanks again to all of you who continue to enjoy the game, we're closing in on 1000 reviews, which is a pretty great thing imo. If you're having fun crushing monsters, feel free to say so in a review.