Roadmap: Act III Progress, Features and Bug Updates
My dear Companions! This will be a long read.
We're overwhelmed by the support for the game so far. Thank you guys for playing and supporting our small indie team! I just wanted to give you guys an update on what is going on right now.
[h2]ACT 3 Updates:[/h2]

This is more of a general update, we want to avoid spoilers as much as possible, so some things might be vague.
[h3]Maps and Dungeons[/h3]
We're working on the new maps, (Spoiler: I hate water now), dungeon rooms and interactive objects that are in the game - (like the Sarcophagus and Totem). There will be a couple of things in the Dungeon and on the maps itself. We'll release detailed updates in the upcoming weeks.
[h3]Game Mechanics [/h3]
Watching you guys play was a joy and it helped us to narrow down what mechanics were truly fun, this helped us to figure out what we should include in Act 3.
For example, the Party Box was a simple addition but a big hit. We knew folks wanted a jukebox and JaggedSky put together some tunes. He didn't know that so many people wanted a proper playlist for it. βΊοΈ
[h3]Spell Torches[/h3]
Many felt Spell Torches were bit useless after a while (some players just upped the dungeon brightness). So we're implementing a mechanic where the Spell Torch will reveal hidden items or messages. This will make it more crucial to have at least one player bring a torch.
[h3]Killing Monsters[/h3]
Some folks also want to know if they can kill the unkillable monsters. Something we've grappled with at the start was that this wasn't a game about killing monsters... It was a game about surviving them.
That being said we're considering adding an item that allows you to kill them. It will have to be limited in use, rare and most importantly fun to use. Look forward to the reveal!
[h3]Spell Journal and Dungeon Codex[/h3]
Some players felt that since the books were so crucial, all players should have access to them by default. They did not like that it took up the limited inventory slots. At the beginning we wanted to encourage more team play and wanted players to stick together. So we designed it this way.
There are some possible solutions:
We aren't sure what route to take. So help us decide by taking the poll on our Discord channel.
[h3]Act 3 Monsters[/h3]
New monsters will definitely be as interesting as wel can make it. We're hoping to lean more into the voice mechanics so that it would keep things fresh for you guys. Our current apporach is to add more wierd and less lethal monsters, but hopefully more creepy and fun to deal with.
We haven't quite settled on a Boss Monster for Act 3 as yet. So feel free to drop us any ideas at β π-feedback
[h3]π New Treasure and Items[/h3]

Walkie Talkies are in development, along with interesting Treasures that have special effects on the players when they carry them. At present we have about 4 or 5 items already in development and plan to add more
[h3]ποΈ Act 3 Release Date[/h3]
Like all devs, we're cagey about giving a definite date. We're targeting sometime between April to July 26 for Act 3. We'll keep you guys posted. Some mechanics and features might be pushed out in earlier updates.
[h3]π Bugs, Quality of Life and other Features[/h3]
We've recently fixed some network bugs that kept disconnecting some players when they opened the portal. Most of the overlapping bad dungeon seed errors should be fixed, some rooms will still have issues. We're working on additional settings for screen resolutions and graphical quality.
[h3]
Join our Discord and get rewards[/h3]
Thanks so much for your feedback and support! We're always listening in our Discord, if you haven't joined us, hop on board - discord.gg/cursedcompanions. We'll be posting some competitions that members can take part and win prizes!
We're overwhelmed by the support for the game so far. Thank you guys for playing and supporting our small indie team! I just wanted to give you guys an update on what is going on right now.
[h2]ACT 3 Updates:[/h2]

This is more of a general update, we want to avoid spoilers as much as possible, so some things might be vague.
[h3]Maps and Dungeons[/h3]
We're working on the new maps, (Spoiler: I hate water now), dungeon rooms and interactive objects that are in the game - (like the Sarcophagus and Totem). There will be a couple of things in the Dungeon and on the maps itself. We'll release detailed updates in the upcoming weeks.
[h3]Game Mechanics [/h3]
Watching you guys play was a joy and it helped us to narrow down what mechanics were truly fun, this helped us to figure out what we should include in Act 3.
For example, the Party Box was a simple addition but a big hit. We knew folks wanted a jukebox and JaggedSky put together some tunes. He didn't know that so many people wanted a proper playlist for it. βΊοΈ
[h3]Spell Torches[/h3]
Many felt Spell Torches were bit useless after a while (some players just upped the dungeon brightness). So we're implementing a mechanic where the Spell Torch will reveal hidden items or messages. This will make it more crucial to have at least one player bring a torch.
[h3]Killing Monsters[/h3]
Some folks also want to know if they can kill the unkillable monsters. Something we've grappled with at the start was that this wasn't a game about killing monsters... It was a game about surviving them.
That being said we're considering adding an item that allows you to kill them. It will have to be limited in use, rare and most importantly fun to use. Look forward to the reveal!
[h3]Spell Journal and Dungeon Codex[/h3]
Some players felt that since the books were so crucial, all players should have access to them by default. They did not like that it took up the limited inventory slots. At the beginning we wanted to encourage more team play and wanted players to stick together. So we designed it this way.
There are some possible solutions:
- Combine the books into one item (but you have to flip)
- Make it part of the UI, like the Guidebook
- Leave it alone
- Add another default inventory slot
We aren't sure what route to take. So help us decide by taking the poll on our Discord channel.
[h3]Act 3 Monsters[/h3]
New monsters will definitely be as interesting as wel can make it. We're hoping to lean more into the voice mechanics so that it would keep things fresh for you guys. Our current apporach is to add more wierd and less lethal monsters, but hopefully more creepy and fun to deal with.
We haven't quite settled on a Boss Monster for Act 3 as yet. So feel free to drop us any ideas at β π-feedback
[h3]π New Treasure and Items[/h3]

Walkie Talkies are in development, along with interesting Treasures that have special effects on the players when they carry them. At present we have about 4 or 5 items already in development and plan to add more
[h3]ποΈ Act 3 Release Date[/h3]
Like all devs, we're cagey about giving a definite date. We're targeting sometime between April to July 26 for Act 3. We'll keep you guys posted. Some mechanics and features might be pushed out in earlier updates.
[h3]π Bugs, Quality of Life and other Features[/h3]
We've recently fixed some network bugs that kept disconnecting some players when they opened the portal. Most of the overlapping bad dungeon seed errors should be fixed, some rooms will still have issues. We're working on additional settings for screen resolutions and graphical quality.
[h3]
Join our Discord and get rewards[/h3]
Thanks so much for your feedback and support! We're always listening in our Discord, if you haven't joined us, hop on board - discord.gg/cursedcompanions. We'll be posting some competitions that members can take part and win prizes!