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Dungeon Warfare 3 News

Not-so-monthly Update

Greetings,
Apologies for the delay in providing monthly updates. Here’s the latest development news.

[h2]1. Planned Release Date[/h2]
We're aiming for an early August release.

[h2]2. New Feature – Charms[/h2]
Each trap now supports three unique Charms, which provide additional passive bonuses on top of the existing trap traits—they do not replace them. Charms can be acquired through various methods:

  • Hidden in secret levels (yes, there will be quite a few)
  • Unlocked by completing levels with specific rune combinations
  • Earned via achievements related to specific traps

Example Charms:

Dart Trap:
  • Poison – Darts apply 4 poison damage over 4 seconds (non-stacking)
  • Spring Compressor – Charges bonus damage while inactive
  • Necromancy – Slain enemies rise as Skeletons (5s internal cooldown)
Spellbound Arsenal:
  • Bow – Enables ranged attacks
  • Hammer – Knocks enemies back
  • Axe – Occasionally deals splash damage


[h2]3. New Feature – Build Switcher[/h2]
After a decade, the technology is finally here!
You can now save and load multiple builds, making it easier to experiment with various strategies.



Saved data includes:
  • Trap mastery levels
  • Trap traits and charm selections
  • Trap loadout
  • Sigil configuration


[h2]4. New Feature – Reclaim[/h2]
The new spell card Reclaim allows you to return placed tiles and buildings back to your hand for repositioning. This gives you more flexibility in adapting your strategy mid-run.

[h2]5. Spawn Unit Changes – Moved to Buildings[/h2]
Land tiles will no longer add units to waves directly.
Instead, this functionality has been moved to buildings. For example:



  • Placing a Farm will cause all Plains tiles to spawn +5 Peasants per wave

This change should make wave composition more manageable, help newer players adjust more easily, and give you the option to skip these buildings entirely if that fits your play style.
We're still experimenting with the landscape effects. Feel free to share ideas.

[h2]Closing Thoughts[/h2]
Thank you for your continued support and patience. Your enthusiasm and feedback have been instrumental in shaping Dungeon Warfare 3, and we can’t wait to share the full experience with you soon. See you in the next update!

Jinmann

The Demo is Live!

Dear Players,

The demo is live!
It will be available during Steam Next Fest, running until March 3.
We apologize for not having localization ready in time.
The full version will support multiple languages, as listed on the Steam store.

Enjoy the game, and let us know what you think.

Development Update #1

Hello, players!

Exciting news: our game will be part of Steam Next Fest starting in late February! We’re hard at work on the demo, which will include five playable levels. The demo is primarily designed for new players, but returning veterans should find plenty to enjoy as well.

Here’s a look at some of the new features coming in the demo:

[h2]A Fiery Companion[/h2]

Meet your new companion, a blazing entity that aids you in battle. This ally will offer support in combat and guide the new players on how to play the game.

[h2]World Map System[/h2]

The new World Map system lets you place land tiles around cleared dungeons, modifying nearby dungeons in unique ways. These modifiers include:
  • Increasing the number of enemies per wave
  • Reducing enemy health
  • Lowering trap costs

Strategic placement of tiles will be key to optimizing your defenses.

[h2]Returning to the DW1 Stat System[/h2]
We experimented with incremental-style number scaling in DW2, but it didn’t quite hit the mark. So, we’re returning to the DW1-style system, where most stats scale additively rather than multiplicatively. This should provide a more balanced and intuitive progression.

[h2]Enemy Level System & Wrath Overhaul[/h2]


Enemies now have Levels, with each level granting unique stat bonuses and enhancing their special traits. In addition to increasing basic stats like Health and Movement Speed, levels provide tailored benefits for each unit type:
  • Warriors gain additional damage blocks.
  • Priests receive increased healing power.
  • Knights gain armor, reducing incoming damage.

The Wrath system has also been revamped. Instead of granting random stat boosts to enemies, each Wrath level now increases the enemy’s level directly. Additionally, the map’s Tier determines the base level of enemy units, making progression more structured and challenging.

[h2]The Anima Engine[/h2]

Replacing the old Kill Streak system, the Anima Engine introduces a dynamic way to earn rewards by chaining kills and managing wave rushes strategically. Defeating enemies fills the Engine’s gauge, but since it decays over time, precise timing is key. This encourages an aggressive early game and pushes players to optimize their defenses. Rewards (per battle) include: gold, bounty increases, free traps, Gems.
The demo will feature a six-level reward track, with more unlockable variations planned for the full game to suit different playstyles.

[h2]Sigils: A New Power System[/h2]

Think of Sigils as the opposite of Runes: instead of empowering enemies, they grant strong bonuses to you.
Sigils vary in power and take up slots. Stronger Sigils require more slots.
Slots are limited at first, but expand as your world grows in power.
This system replaces the old equipment system, streamlining progression while keeping customization deep.

Several exciting features didn’t make it into the demo, including the Hero, story elements, numerous new Traps and Spells, Custom Trap mechanics, and the Endgame. Rest assured, I’ll introduce them in future updates.

Wishlist & Stay Tuned!
If you haven’t already, make sure to wishlist the game on Steam to stay updated and support development.
Nothing is set in stone. Let us know your thoughts on the new features!

Thank you for your continued support.
We can't wait to share more with you soon!

Jinmann