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KeeperRL News

KeeperRL, the open source dungeon building sim is getting a price bump in November

Fancy becoming a dungeon master? Well, if you're watching the pennies you might want to go and pick up KeeperRL before they price gets bumped up.

Read the full article here: https://www.gamingonlinux.com/2020/10/keeperrl-the-open-source-dungeon-building-sim-is-getting-a-price-bump-in-november

KeeperRL price will increase to $20 USD on November 15th

KeeperRL has been in development since early 2013, and in a few weeks it will be seven years since the release of Alpha 1. When KeeperRL went on sale its initial price was $15, and when it was launched on Steam Early Access, I promised that it would not change for the final release.

However, since that time I spent another 5 years working nearly full time on KeeperRL, which was something I hadn't anticipated. Because of this, I feel that the market value of the game has increased quite a bit, also considering the prices of other similar games. My personal circumstances have also changed throughout that time, and I need to make sure that my small business stays afloat so I can keep working on KeeperRL and other projects.

Therefore on November 15th I will be increasing the price of KeeperRL to $20 in all stores. If anyone feels that this is unfair, I'm announcing this change in advance, so there is plenty of time to buy the game at the current price. I also plan to not make any discounts until KeeperRL reaches a 1.0 release.

Open source dungeon building sim 'KeeperRL' adds in a new Warlord game mode

Another fine example of open source in action with a commercial indie game here, as the dungeon building sim KeeperRL continues being upgraded.

Read the full article here: https://www.gamingonlinux.com/2020/10/open-source-dungeon-building-sim-keeperrl-adds-in-a-new-warlord-game-mode

KeeperRL Alpha 31 is out!

KeeperRL Alpha 31 is released! The two major features brought by this update are the new Warlord game mode and moddable randomly generated maps. Check out the rundown below to get an idea about all the rest of the new stuff.

I’d like to thank everyone involved in crash testing this patch, sending bug reports and suggestions. Your help was invaluable!

If you would like to continue your saved game from Alpha 30, you can opt-in into the "Alpha 30 save compatibility" BETA branch under the game's properties in Library. Make sure to opt-out of the branch to go back to Alpha 31 when you're done!



[h2]Content and gameplay[/h2]
  • Warlord mode.
  • New unlockable Adoxie adventurer (already known by some from the bonus mod).
  • Reworked Demon Den level.
  • Reworked all castles in the game.
  • Reworked the top and the lava z-levels using new the map generation system.
  • Two new hidden z-level locations.
  • Four new hidden top-level locations.
  • Reworked blacksmith house.
  • Angels have wings.

[h2]Modding[/h2]
  • Moddable map generation.
  • Macros in all modded content.
  • Added an “Unlock” effect which unlocks arbitrary game content (currently only new adventurers and keepers supported).
  • Added an enemy-only z-level type.
  • Settlement size can be defined as a range instead of fixed number.
  • Working command line flags, such as for testing map layouts or generating villains now works on Windows.
  • The “Simple” item heading can be skipped and the quoted name can be used directly.
  • The “Chain” heading in various data can be skipped in favour of just listing the elements inside {} brackets.
  • Mods can now append to existing workshop lists.
  • Added itemsRemovedEffect to Furniture, which triggers when any items are removed from the tile.
  • All “Vec2” values, like sizes and coordinates must be now surrounded by {}.
  • One-element range can be entered as just a number, without the {}.

[h2]UI[/h2]
  • Control-mode team leader can be changed by clicking on the team member icons in the top left.
  • The “lock/unlock” keys in minions equipment menu are highlighted for better visibility.
  • Creature choice menu (such as choosing absorption target or a new team leader) shows creature details when hovered using the mouse.

[h2]Fixes[/h2]
  • Fixed the interface for entering player’s first name.
  • Fixed crash caused by a conquering villain being retired while the player was controlling a creature.
  • The game no longer freezes or crashes if a player-controlled creature dies due to poison during game initialization.
  • Added more assertions for OpenGL errors.
  • Fixed crash while browsing the bestiary.
  • Fixed (potential?) crash caused by enslaving own minion.
  • The game won’t crash if a building id is misspelled in a mod.
  • Game executable size on Steam has been reduced from 700mb to 140mb.

KeeperRL Alpha 31 is available for testing

An unofficial Alpha 31 build is out on the BETA branch. Check it out if you're an experienced player and want an early glimpse of all the new stuff!

Please post your feedback in this thread or in the comments below.

If you are new to KeeperRL, it is strongly recommended that to stick to the official Alpha 30 patch for now, as this build is very unstable, and the tutorial doesn't work at the moment.

Please also note that until the patch is officially released, the save file format may change at any moment, and you saves may be lost. (although I'll do my best to avoid this).

To opt into the build, please go into the game's properties, BETA tab, and choose the "dev" branch.